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Post by TurkeySandwich on Aug 20, 2006 17:02:39 GMT -8
I can't understand what you said about making the fake fortz. When I make them, I use the "Warlord" logic.
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BattlezM
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Post by BattlezM on Aug 20, 2006 17:32:28 GMT -8
I can't understand what you said about making the fake fortz. When I make them, I use the "Warlord" logic. Warlord Logic? I use ExitTrigger for mine. To make a fort look different, set the image box to something other than LEVEL_FORT (like LEVEL_OBSERVATORY).
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Post by TurkeySandwich on Aug 21, 2006 8:56:54 GMT -8
No, but ExitTrigger actually makes you exit the level. Warlord makes a fake king appear. If you put a warlord on top of an eyecandyz fort, it lookz just like the real thing.
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BattlezM
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Post by BattlezM on Aug 21, 2006 9:19:12 GMT -8
Ah... you mean about making an actual fake fort, that'z easy. However making fake fortz in a level with many wayz to go is not nice, as the solver will have to play it again and again to find the right one . What I'm doing is changing the appearence of the fort, but not it'z function . If you want to see an example of this you can download one of my levelz (MirrorImageLand, when Goo Roo has access to the forum again), to see the king pacing around on a bunch of fernz .
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Post by ILoveGruntz on Aug 21, 2006 13:26:31 GMT -8
Just a question: What happens if you press the DESTRUCT button? Will the king jump into the "water" Or will some strange bug occur?
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BattlezM
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Post by BattlezM on Aug 21, 2006 13:40:05 GMT -8
Good question! There will probably be no bug. You may notice that under the fort image (in the big, long menu) there is another image called Fort Splash. It may look odd however that the king jumpz into the ground with a splash . I will check right now to distruct. Edit: Yep, it workz, not a problem . all that basically happenz when you destruct is the king jumpz off the fort and then the game callz on a fort splash for brief moment of time, which is why it'z avaible in the long menu.
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Post by oldone on Aug 22, 2006 5:24:34 GMT -8
Warning!! Do NOT overuse mirror, invert, and flash flagz in concentrated amountz in your levelz . Using to many flagz will quickly make the screen drag around slowly and horribly, making some puzzlez much harder to be dealt with (huge arrow mazez for instance). This is what I was trying to say earlier. It's very annoying!
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Post by TurkeySandwich on Aug 22, 2006 14:55:49 GMT -8
Ah... you mean about making an actual fake fort, that'z easy. However making fake fortz in a level with many wayz to go is not nice, as the solver will have to play it again and again to find the right one . What I'm doing is changing the appearence of the fort, but not it'z function . If you want to see an example of this you can download one of my levelz (MirrorImageLand, when Goo Roo has access to the forum again), to see the king pacing around on a bunch of fernz . Oh, that'z cool too! Where can I download one of your levelz?
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Gamer
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Post by Gamer on Sept 3, 2006 13:57:58 GMT -8
I think it is fair to do things like forts that look different, as long as you mention it in the notes, or put something in the level to show where it is. A good example of this is the secrets. The secret teleporter triggers are usually in places that make sense, and so are secret switches.
As far as invisible rolling balls and similar things, it sounds like that is making the game a luck-powered guess game, unless you hint to your opponent where they are really.
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BattlezM
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Post by BattlezM on Sept 3, 2006 14:00:12 GMT -8
You don't have to give a clue to were the fort is, you can see the king pacing around .
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Gamer
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Post by Gamer on Sept 3, 2006 14:07:20 GMT -8
Well that is a clue, it's just a big one.
I am just trying to reply to everything in a general sense, as I assume there will be a *lot* of things you can do with this and it would be a waste of time to write/read every individual thing.
One example of a level that did a few "unusual" things is Decoy Ahoy... and changing the tile properties threw a lot of gruntzers for a loop even though I did put in arrows and sparkles (and put the current notes in the release post)
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BattlezM
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Post by BattlezM on Sept 3, 2006 14:17:41 GMT -8
You should ask Goo Roo to send you my level Asteroid Hopping. There are many changez of tilez in that one, there are even brickz that function as holez and brickz. There are 2 ivisible secret switchez. There are also plateauz with walkable sidez. It'z also just about as hard as your levelz (all my old onez are). There is also Converting Kitchen, where plenty of secret tile triggerz are used.
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Gamer
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Post by Gamer on Sept 3, 2006 14:19:50 GMT -8
Wow, sounds complex... I will have to check it out.
It is interesting you found that, how did you initially think to test it?
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Gaby
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Post by Gaby on Sept 3, 2006 15:10:13 GMT -8
with all due respect, thing should be what they are - brickz should function as brickz and not as holez and secret switchez should be semi-seen or pointed to... otherwise you can do an invisible game that only the "wise men" can see (THE KINGS' NEW CLOTHING) or play... this game has one purpose - having fun, if they are not playable for most of the memberz in the GRUNTZ community they are not gamez...
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BattlezM
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Post by BattlezM on Sept 3, 2006 15:32:08 GMT -8
Well, like I said Asteroid Hopping is somewhat of an old level (even Goo Roo had a hard time). I'm no longer designings levelz with those odditiez anymore (I do use tilesecrettriggerz paired with normal switchez now and then). Don't worry about the brickz in Asteroid Hopping, all the onez that bahave like holez are 3-stack (and they are in only one part of the level ), as for the secret switchez, the tile really standz out, it'z the black spikez tile. There are 2, one is somewhat hidden and the other is in plain view . BTW one of my newest levelz has some invisible water arrowz (they just keep you away form certain placez).
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BattlezM
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Post by BattlezM on Sept 3, 2006 15:36:29 GMT -8
Wow, sounds complex... I will have to check it out. It is interesting you found that, how did you initially think to test it? I'm trying my hardest to invent new puzzle for gruntz, that idea popped into my head one day. You can make any tile in gruntz behave just like another tile. BTW Gamer if you do try Asteroid Hopping (and get through it), one of the three stack brickz (the gold capped one) actz like a switch.
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BattlezM
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Post by BattlezM on Sept 7, 2006 18:47:58 GMT -8
Someone still needz to put stuff about flagz (and add to fortz into the GLE
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Mandew
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Post by Mandew on Sept 16, 2006 14:50:17 GMT -8
I think the invisible RollingBallz idea should be good ONLY in battlez level... if you are to put that in questz, I think you should always put a hint of where the ball is... (the only one hint i think of is a toggle switch: we could see when the switch toggle down then up...) As for changing the fort'z image, I think it should be good only if your level is to be continued... As for the multiple static hazardz, I have two thingz to says: -I think putting multiple static hazardz would be good if you put it as Decoration -Did anyone tried to put a static hazard on another tile then the one "assigned" to the hazard? Like putting a lava Geyser on tile 1 or on a diggable mound tile or even on a pyramid? how about putting one in a lava pit? It is just an idea here... I didn't even tried it myself
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GooRoo
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Post by GooRoo on Sept 16, 2006 15:05:53 GMT -8
A StaticHazard logic may be placed on any Tile ... it just doesn't look 'right' anywhere except on Tilez #193 & 194 (in most graphic setz). I have seen Lava Geyserz on plain Tilez in several Custom Levelz. (But that does not mean that I condone such use.)
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BattlezM
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Post by BattlezM on Sept 16, 2006 15:08:17 GMT -8
For invisible RBz, I think two mysterious arrowz pointing towardz each other and the sound of a rock rolling when there are none around would be a pretty good hint .
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