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Topic, Puzzle It : Tile Suggestions | ||||||
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You must register or log in to post a message.Get a variable for each block that says if they have gone through the same portal twice. Then check if all moving blocks have that variable to true. If so abort. I don't like the closing portal, because it doesn't allow for linked groups to go through 1 portal and I already see some level tricks and techniques. Sounds like cool solution to prevent the infinite warparound. An example: That's a better suggestion than having a number on the portal. - Collaboration with other tiles: If for some reason 2 blocks of the same colour stand on linked portals, they are not matched. You could see portals as the floor opening, eating the block, the floor closing, then the floor opening on the other portal and spitting out the block and closing the floor again. It can also happen that a block moves in an infinite cycle. I was thinking of an abort button, that fixes that, or a detection in code that checks if a block has gone through that portal already in that move, if so the move gets undone and a text get displayed: "Illegal move, infinite cycle." There have to be made a few choices: - Graphics of the portals - If there can be more than 2 portals of the same colour, how the linking works: does each portal have each own destination portal. Is it a two way portal (couples)? Or is it like a graph (like in mathematics, see wikipedia) - Allow portals under broken walls. - Allow portals under colour changers. - What to do with infinite cycles I would like to have some response of what YOU guys think. I would like to go through the design progress for a new tile. - Graphics How will the portals look so that it is distinct to other tiles. My idea was to have portals in colours of the blocks. So you can make your portal fit in the design of the level. This would not imply that only blue blocks can use blue portals. - Collaboration with other tiles: after every move, it pushes blocks along one space. Instead of being a block, it would be something you turn on and off and decide the direction. There would be two power settings being weak and strong. When set on weak, it only effects regular blocks apart from those on sticky pads which aren't affected. The blocks can be moved against the direction of the wind. When set on strong, it can push blocks off sticky pads and blocks can not move against it. Both settings would move blocks one space after each move. It would be blocked by walls, smart walls and locked blocks. Teleports a block from Teleporter A to B.(Or colors when it has multiple teleporters, e.g.: Red to Red, Blue to Blue...) It is invisible at first, and appears when bumped. Level Editor Graphic: Location: The bottom box; The 12th (The bottom right tile). @oldmanrob: This is not fog, it is just the editor graphic. - explodes if matched with another bomb - explodes if hit by a block - doens't explode if it hits something Spawner + trigger: There's a spawner and a trigger linked to it. The spawner spawns a certain tile as long as a blocks stays on the trigger. The spawner doesn't work if a block is staying on it. A spawner only works once, so as soon as it's activated, it can't be deactivated and the spawner doesn't respawn tiles (like if a bomb explodes). Like a wall, you can't destroy it or move it, but if a block of the same colour hits it, that block gets destroyed. There is no way of getting rid of them, and the coloured wall stays after the block has been destroyed. Oh, and also these shape changing forcefields: Does anybody have a graphical suggestion for them? | GeneralFirst post of the topic06/23/12 - implemented Grey Forcefields 06/23/12 - implemented Sticky Tiles 07/16/12 - implemented Combination Blocks 07/16/12 - implemented Cracked Walls 08/03/12 - implemented Colour Changers 08/04/12 - implemented Dual Colour Blocks 08/08/12 - implemented Movement Restrictors 09/02/13 - implemented Rising Walls 09/02/13 - implemented a new design Timebomb by kiethy342: Four blocks at the same time need to hit the bomb and then it explodes like a normal bomb. Rainbow Block by Treazer: You can match them with all colours. Glass by Treazer: Like grey blocks, but they'll break when they hit anything 5 blocks or more away. They'll break too when blocks hit them 5 blocks or more away. When a glass tile hits a glass tile they won't break, don't matter how far away. Unmounted Walls by Treazer: They are like walls, but they can be destroyed with bombs. Combo-adder by Alanliu12121: Adds +1 combination when a block slides over it, 9+1 won't change. Wireless blocks by Treazer: Blocks are connected to each other, even if they don't touch each other. If one of the connected blocks break, the rest will break too. Reinforcement by azz: Things you can attach on bombs or cracked/broken walls so they won't be able to detonate/break from a certain side. Stackable movement restrictions by chase28: You'll be able to stack them so there are multiple ways to go through. Shape Changer by ThisIsMyUsername: If a block slides through it, it will change its shape from normal to icy and vice versa. Shape Forcefield by ThisIsMyUsername: A forcefield for the shape of a block (normal, icy). |
Example (note: p:/:p = portals, p]/[p = closed portals, rr = red block, r> = left group red block ## = wall:
So what I'm saying is: A set of portals will stay open forever, unless blocks pass through a set, when the turn ends, the portals will both close. When the following move ends, the portals will both open again.