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Author Topic: TLS Finished.....V.5.....  (Read 5926 times)
halibabica
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« Reply #135 on: April 23, 2010, 04:34:38 AM »

Well, most of the tiles are unlocked by buying shortcuts, but the secret tiles for each array depend on your highscores in Cals, Kills, Time, and Noms.  I will add that there are tiles to be unlocked, though.
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marsgreekgod
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« Reply #136 on: April 23, 2010, 10:28:01 AM »

Idea: blood water kappa, it makes you have more bites not more health!

no no no It's a joke to. Well time to test some more

Glitch:

use a pick on sand.

Glitch 2:

If a moving down trap thing has spikes on it and you walk over it, you die.

Glitch? 3?:
Everything isn't red when beating a level having eating the redlamp/ the red lamp looks really odd in out door areas.

Glitch 4: down trap things that are lighted still act like the old ones.

Glitch 5: You stay the character you where forced to me outside the level, leting you use people you haven't unlocked

« Last Edit: April 23, 2010, 11:53:42 AM by marsgreekgod » Logged

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halibabica
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« Reply #137 on: April 23, 2010, 03:27:33 PM »

use a pick on sand
Sand isn't invincible, y'know.  It might not make a whole lot of sense, but you can dig through sand just like anything else.

If a moving down trap thing has spikes on it and you walk over it, you die.
Uh...what exactly do you mean?  Are you talking about Thwomps?  Smash Traps?  Did you know Smash Traps have always been lethally dangerous on all sides while moving?  Seriously, they do 10 damage just from bumping into them.  Or did you put spikes on top of a Thwomp, and you died when you tried to walk through them?

Everything isn't red when beating a level having eating the redlamp/ the red lamp looks really odd in out door areas.
I'm not sure I can fix any of that.  The screen can only draw itself one shade at a time.

down trap things that are lighted still act like the old ones.
You mean lit Thwomps don't act like they're supposed to?  What are they doing wrong?  Thwomp is their parent, so any problems with them are problems with normal Thwomps, too.

You stay the character you where forced to me outside the level, leting you use people you haven't unlocked
I set it so you couldn't unlock the character forcers without already having all the characters anyway, but someone could start a custom level and have that character just like that.  I can try to find a way around it.
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marsgreekgod
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« Reply #138 on: April 23, 2010, 08:50:20 PM »

... No. I didn't try and walk on spike blocks. I am not stupid. I am talking about thromps (which is what I call spike traps normally so..) And how thromps now stop where there where placed? the ones that have lighted eyes, go all the way up.

And when you pickaxe sand the top sand bit stays, thats what I am talkign about it.

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halibabica
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« Reply #139 on: April 23, 2010, 08:54:40 PM »

Oh, okay, now I get what you mean.

I figured out how to make Thwomps inactive in the frozen zone, so now they all work the same as they used to (minus the rise-through-ceiling glitchiness).  So, like I said, one is the parent of the other, and they behave exactly the same.  They're perfected!

And when you pickaxe sand the top sand bit stays, thats what I am talkign about it.
I thought I fixed that, but I'll take another look.
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smokcheez
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« Reply #140 on: April 24, 2010, 08:07:16 AM »

For me, meatmec still smashes through borders... Huh? Undecided


(that hole? Meatmec's[that's what she said])

Sorry if this sounds annoying, but could you add already-bloody spikes to the editor?
« Last Edit: April 24, 2010, 08:09:13 AM by smokcheez » Logged

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marsgreekgod
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« Reply #141 on: April 24, 2010, 09:44:59 AM »

For me, meatmec still smashes through borders... Huh? Undecided


(that hole? Meatmec's[that's what she said])

Sorry if this sounds annoying, but could you add already-bloody spikes to the editor?
if you want already blood spikes, adding frogs or monkeys over them can do the trick ... I really don't think it's worth it.

I much rather have spike block traps that don't move, but still kill.
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« Reply #142 on: April 24, 2010, 09:53:14 AM »

GLITCH

try putting two push blocks over a thwomp in the editor and triggering it (two squares below it) it keeps going up and up...
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halibabica
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« Reply #143 on: April 24, 2010, 10:06:28 AM »

For me, meatmec still smashes through borders...
This is intentional.  I only made it so Meatmec can't smash the ceiling or walls.  This way, it's always possible to kill him.  If people REALLY don't like that, I can change it, but he's still going to drop through the floor when too far in the frozen zone (I've tried to fix that, but nothing has worked so far).

if you want already blood spikes, adding frogs or monkeys over them can do the trick ... I really don't think it's worth it.
Agreed.  I'm not going to make new additions just for the sake of atmosphere.

I much rather have spike block traps that don't move, but still kill.
Use floating lava...?  I don't want to add any new trap types...?  Read this with an upward inflection...?

GLITCH

try putting two push blocks over a thwomp in the editor and triggering it (two squares below it) it keeps going up and up...
I'll investigate.

GAH, I'm supposed to release the finished version of TLS today!  But there's too much STUFF going on!  So, tell you what: tomorrow.  TLS and its source will be up sometime tomorrow, unless I can't fix these new bugs in time.

YOU HAVE 24 OR SO HOURS!  FIND MORE STUFF!
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« Reply #144 on: April 24, 2010, 10:18:43 AM »

Quote
Use floating lava...?  I don't want to add any new trap types...?  Read this with an upward inflection...?

Gets killed by a bomb going off.
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halibabica
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« Reply #145 on: April 24, 2010, 10:57:52 AM »

Just save the explosions for after the part with floating lava.  Or be more creative than that.  Or SOMETHING.  I'm done adding new stuff.  Seriously getting sick of it.
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« Reply #146 on: April 24, 2010, 11:01:28 AM »

Just save the explosions for after the part with floating lava.  Or be more creative than that.  Or SOMETHING.  I'm done adding new stuff.  Seriously getting sick of it.

Well they have to have a bomb and the only place i could fit the shop was the frist level and I need the deadly ness in the 2nd and if they have the dice and jetpack combo they could hover just over the starting area and then bomb everything.

also the fact that flying lava sometimes randomly destoyes itself when the level loads
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halibabica
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« Reply #147 on: April 24, 2010, 11:05:01 AM »

I would try something else.  Smash traps are still great aerial hazards, and having a mix of dangerous things could make the level more interesting.

How about raising the stakes by triggering a spike ceiling above the player so they don't have time to screw around with bombs?  Set a push block over a button near the start, and BAM!  You have an automatic deathtrap.
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marsgreekgod
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« Reply #148 on: April 24, 2010, 11:09:24 AM »

hmm.. ok then. That should work.

wait...

hmm...

*goes of to test things*
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halibabica
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« Reply #149 on: April 24, 2010, 11:18:21 AM »

try putting two push blocks over a thwomp in the editor and triggering it (two squares below it) it keeps going up and up...
I tried what you described, and I have no clue what you're talking about.  The Thwomp did nothing it wasn't supposed to do.  Could you post a picture of the setup and what went wrong?
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