Not sure what to say really.. but after looking at the screen shots, I thought, "crap"... Im not normally a puzzle game fan, but have to say that Iv found this game quite addictive, in all formats... not sure if I should thank you creative programmers for getting me hooked on to something that has taken up all my time, when I should be working, but considering Im a non-puzzle gamer, that has to mean something - a decent game methinks,
Not sure what to say really.. but after looking at the screen shots, I thought, "crap"... Im not normally a puzzle game fan, but have to say that Iv found this game quite addictive, in all formats... not sure if I should thank you creative programmers for getting me hooked on to something that has taken up all my time, when I should be working, but considering Im a non-puzzle gamer, that has to mean something - a decent game methinks,
My complements!
The "crap"-factor is due to the many colours in the screens, although I tried to reduce this. I changed the flashing teleports in non-flashing and water in blue only without pixels.
Now I am working on the 48K version with all levels loaded at once, where also sound is possible and something like recording/play back / levelstart and solutionshow.
The solution is known in the game.
You play the level. When you give up you can press the solutionbutton,
but it will only show your moves untill you left the way of the solution.
In this way you must always find the solution yourself.
The solution is known in the game.
You play the level. When you give up you can press the solutionbutton,
but it will only show your moves untill you left the way of the solution.
In this way you must always find the solution yourself.
You play a level. You get stuck.
You restart the level with solutionoption.
Your previous moves are recorded.
As long as your moves are the same as the solution your move are repeated. Otherwise game stops. Now you know up until now I was correct, now I need to explore another direction than last time.
So you don't get the solution, only as far as you did correct.
You play a level. You get stuck.
You restart the level with solutionoption.
Your previous moves are recorded.
As long as your moves are the same as the solution your move are repeated. Otherwise game stops. Now you know up until now I was correct, now I need to explore another direction than last time.
So you don't get the solution, only as far as you did correct.
I don't think this is a good idea because (i) some (few) levels have more than one solution, (ii) even a standard solution might vary (do you go down+right through empty space, or right+down?), and (iii) I just don't really like having the solutions built into the game. Better to have an option to skip up to three levels and come back to them later, like in "Heartlight".
I don't think this is a good idea because (i) some (few) levels have more than one solution, (ii) even a standard solution might vary (do you go down+right through empty space, or right+down?), and (iii) I just don't really like having the solutions built into the game. Better to have an option to skip up to three levels and come back to them later, like in "Heartlight".
I know of this. That's why I will say how the solver will go through empty space.
Even then it's possible to pick up something left before somethin right.
BTW this is only for the thoughest levels really needed.
I now have 85 levels in the code. Some had small bugs, but that will be solved this afternoon.
I also added a table to compress every 20 levels, making it possible to fastforward to level 62 by skipping the first 60 and only read 2.
(Due to the compression it would take over 3 seconds otherwise to reach level 60 and I have 175 levels to go, taking almost 10 sec for level 175 to decompress!)
Also added levelcodes to fast start to the level you reached.
Controls not adjustable yet!
I also plan on making it possible to use the 'special exits' from level 126 and 132. These exits will however NOT be fixed on the levels 126 and 132, but also on editorlevel.
126: Two exits, only 1 is right
132: 1 exit that jumps forward/back to other location while that location is free.
All 175 levels are in it and also a 176th level of my own.
Not all levels are controlled. Up to level 100 I think everything is OK.
Controls are:
QAOP
R=restart,
pressed twice current level restarts
pressed once, then any other key will start levelcode
Each level has a code shown on screen.
I'd say please make this available. Can you not add the level names? If not, then fair enough, but they would be nice. But not as nice as Goldeneye on the N64 which is probably the second most awesome FPS game ever only second to Perfect Dark which lives up to it's name as it's perfect!!!! Although both games have their merits and quirks both of which I have discovered to be written in stone by practising the ancient art of Gyromancy to determine my theories. After only 15 years of walking round a lettered circle I have finally comprehensibly spelled Goldeneye is awesome but Perfect Dark is Perfect. I rest my case WoSsers I am the gospel according to N64, believe and worship my findings or be left behind in a mediocre pile of PS2 shovelware
Post was too short for you ewgf so I simulated the rest of it as best as I could ;)
Comments
So new tap must be made.
My complements!
Ok,
new version now online.
The "crap"-factor is due to the many colours in the screens, although I tried to reduce this. I changed the flashing teleports in non-flashing and water in blue only without pixels.
Now I am working on the 48K version with all levels loaded at once, where also sound is possible and something like recording/play back / levelstart and solutionshow.
I had this idea for adding solutions
The solution is known in the game.
You play the level. When you give up you can press the solutionbutton,
but it will only show your moves untill you left the way of the solution.
In this way you must always find the solution yourself.
What do you think about this??
How about hints rather than a solution?
You get hints.
You play a level. You get stuck.
You restart the level with solutionoption.
Your previous moves are recorded.
As long as your moves are the same as the solution your move are repeated. Otherwise game stops. Now you know up until now I was correct, now I need to explore another direction than last time.
So you don't get the solution, only as far as you did correct.
I don't think this is a good idea because (i) some (few) levels have more than one solution, (ii) even a standard solution might vary (do you go down+right through empty space, or right+down?), and (iii) I just don't really like having the solutions built into the game. Better to have an option to skip up to three levels and come back to them later, like in "Heartlight".
I know of this. That's why I will say how the solver will go through empty space.
Even then it's possible to pick up something left before somethin right.
BTW this is only for the thoughest levels really needed.
I also added a table to compress every 20 levels, making it possible to fastforward to level 62 by skipping the first 60 and only read 2.
(Due to the compression it would take over 3 seconds otherwise to reach level 60 and I have 175 levels to go, taking almost 10 sec for level 175 to decompress!)
Also added levelcodes to fast start to the level you reached.
Controls not adjustable yet!
I also plan on making it possible to use the 'special exits' from level 126 and 132. These exits will however NOT be fixed on the levels 126 and 132, but also on editorlevel.
126: Two exits, only 1 is right
132: 1 exit that jumps forward/back to other location while that location is free.
I only need to add levels and some nice soundeffects.
Also to come a seperate leveleditor.
All 175 levels are in it and also a 176th level of my own.
Not all levels are controlled. Up to level 100 I think everything is OK.
Controls are:
QAOP
R=restart,
pressed twice current level restarts
pressed once, then any other key will start levelcode
Each level has a code shown on screen.
Still to add.. sound and perhaps levelnames.
I am checking them right now. Now at 142.
I will also add more levels to the game. The 12 levels made by the editor on the Windowsside and 1 of my own.
175 old levels, 12 levels from the editor from the original page and 1 level I made using the exits from level 132 again.
Levels are checked, but if anyone finds an error please report to me.
Any one needs the accesscodes to the levels?
Would you like to see the remake on WoS or stay with the original from Hajo which still has some bugs and uses the levelload?
Mine is without sound and levelnames and other graphics (less crap I think) but with more levels and all checked on bugs.
Let me know if you want it or some options not added yet
Err???
EDIT: Oh, you're referring to comment #80, I guess.
Is the version we are speaking about the 4 kB Minicompo one, or is it yet another version?
It is the full level version as Hajo's version and added 12 levels extra and 1 bonus ; so 188 levels.
I'd say please make this available. Can you not add the level names? If not, then fair enough, but they would be nice.
Post was too short for you ewgf so I simulated the rest of it as best as I could ;)
I will add the level names, but this will take another while.
Perhaps Mr Beep could do that!
I now have all data ready (levelnames too, I typed them up quite fast).
Only need to built a working TAP-file