Gamer
Retired Moderator
Posts: 331
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Post by Gamer on Feb 14, 2005 11:48:58 GMT -8
This explains all about the Tips and Tricks in the News. The idea of this is to provide (usually) short bits of information about playing the game and about designing levels. For now, this will only contain information from that spot. Go here to post tips on the Gruntz Level Editor (as well as in the specific thread if possible) If you want to donate a tip for the news screen, just send a message to me using the forum (on the top right next to the GRUNTZ lettering) and I will look it over  Also, if anyone remembers my previous tips to post, just tell me and I put them in too.
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Gamer
Retired Moderator
Posts: 331
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Post by Gamer on Feb 14, 2005 11:50:45 GMT -8
Previous tips:
Game Play Tip: If enemy gruntz are not on the same "team", they might end up fighting each other; if two gruntz need to be defeated, check to see if they are on the same team. Level Creating Tip: If you are anticipating needing lots of gruntz for one section and don't want them to kill each other, make extra isolated gruntz of the next team type so that the gruntz in that section are of the same type and only fight your gruntz.
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Gamer
Retired Moderator
Posts: 331
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Post by Gamer on Feb 27, 2005 11:09:19 GMT -8
Game Play Tip: "Solid" tiles are different from "raised" tiles. "Solid" refers to the level-up and level-down tiles, and the "eye-candy solid" It is possible to walk diagonally from under it to its left or right in one move. "Raised" tiles refers to raised pyramids, bricks, and tile 302 (the gray pyramid with holes in it) It isn't possible to move diagonally from under it to its left or right in one move. (Instead you have to move left/right and then up.)
Level Creating Tip: Solid tiles look nicer in the level if it's possible to use them, except for in a "tile-based" area (like a pyramid maze or a group of bricks.)
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Gamer
Retired Moderator
Posts: 331
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Post by Gamer on Mar 6, 2005 9:16:02 GMT -8
Game Play Tip: If there is a switch between two raised tiles (and only accessible by sending a grunt through them), place a grunt in front of the switch and send another grunt to the switch. The grunt will move back and forth in a V shape going from under one raised tile to under another. (Look at Salta! Salta! Salta! for an example.)
Level Creating Tip: All solid tiles serve the same purpose, so both corner and diagonal platform edge tiles work similarly. Usually, use the diagonal edge for diagonal lines of platform edge and the corner for an intersection between two straight edges. These may be switched in certain places if it appears the other works well too.
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Gamer
Retired Moderator
Posts: 331
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Post by Gamer on Mar 8, 2005 15:00:20 GMT -8
Game Play Tip: A shield doesn't do mugh damage as a weapon, but can help your grunt conserve health. (A grunt with a shield takes no damage from short-range attacks like boxing gloves, bare hands, and other shields, and half damage from other tools.) If your shield grunt keeps the other grunt attacking him, then a grunt with a stronger tool can attack without taking damage.
Level Creating Tip: Keeping a theme with your level can help make it look nicer and give other locations to assist with game play. For example, note the repeated shapes in The Rock V. This helps connect the level together through repeated terrain with different purposes. See Water Hazard and A River Runs Through It for examples of a water theme.
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Gamer
Retired Moderator
Posts: 331
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Post by Gamer on Mar 19, 2005 9:52:47 GMT -8
Game Play Tip: A grunt with a toy will temporarilly stop what he's doing. Even a running bomb grunt will stop what he's doing if he runs into a toy. In this case, you can re-direct the bomb grunt by attracting him again, causing him to change direction from his original course.
Level Creating Tip: Make sure to have platform, water, and death tiles run off the level, or complete a loop. Using raised tiles or eye candies to fix errors isn't a good practice for a good-looking level. (Remember that completing a loop can be the only function of some tiles.)
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Gamer
Retired Moderator
Posts: 331
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Post by Gamer on Mar 26, 2005 17:12:08 GMT -8
Game Play Tip: If you are using a long range tool to hit an enemy grunt, make sure to shoot ahead (usually about 3 squares) of where the grunt is now.
Level Creating Tip: Don't put two platforms above or below ground close to each other without something in between. One solution is merely to put both on the same level, but if you want each part to have its own platform, have one above and one below, or put something (like a platform the opposite direction, a pool, or death tiles) in between.
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Gamer
Retired Moderator
Posts: 331
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Post by Gamer on Apr 22, 2005 14:20:46 GMT -8
Game Play Tip: Enemy Gruntz won't follow your gruntz over arrows. This means if you want to get away from an enemy grunt, one way is to use an arrow or intersection tile.
Level Creating Tip: Don't put intersection tiles where they can easily be accessed diagonally. If a grunt (inadvertantly) steps onto an intersection tile diagonally, the grunt will be lost. This will likely cause a need to replay that part and cause unnecessary annoyance for the solver. Instead, put some eye candies, platforms, arrows or other solid tiles around if you need to use an intersection tile.
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