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Topic, Game "Rolling Turtle" | ||||||
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You must register or log in to post a message.Click on the level you want to edit. An "edit" button should appear below. If not, click the "stop" button. The start position looks like a little house. Despite it might sound great to be an admin, it is actually a lot of work to review, edit and accept new levels, and not always very fun. So thank you very much Asforien for accepting to help. I still take care of official levels. From time to time, when we are not sure a level deserves to be official, we will first accept it and wait for some feedback. Then it will be made official and all the scores reseted for this level. @oggologgo, for the non official levels, we only keep the 10 best scores (I have to contain the database growth). So it is not always possible to find the level you've already played. althought, I could have regsitered these infos on your local computer. This feature is not yet implemented. Next game is called "Hog Pop". I started from the same engine as Rolling turtle but the gameplay is quite different. the editor will be quite similar which is a very nice for all designers who has already learned this one. For semi circles, I've also noticed this, but didn't look into it because I thought that wasn't that much important. It's likely to be a problem with 0.00000000000001 pixel. All other poitns in your list are also good feedback, but to be honest, I will not hve time to make many corrections, being busy with the next game and many other things :) Nevertheless, if you think some of them (or new ones) are blocking, let me know. Also, why is it sometimes possible to construct semicircles/circles in 1 curve and other times I have to make a circle with 4 lines? Testing the level doesn't work when there are no non-background lines. Next, if you end a test while the turtle is in a cannon, when the next test starts the turtle shoots upwards. Not a big problem though. Speaking of which, the size powerup doesn't immediately dispel after you die which can cause unexplained deaths at checkpoints/start of level. Currently experimenting with circular paths by setting the smooth value to... very very high. Suggestion: allow durations of powerups to be set to infinity? Maybe make a -1 or something. Suggestion: set default grid size to 32 instead of 16 as 16 is really too small to work with imo [edit jp] and if you don't want the path to be too slow, put the final node with speed set to zero very closed to another one with positive speed). Zakko, take a screen capture of the error and upload it somewhere. Sorry i don't have time to evaluate the new levels for now, maybe tomorrow ? they look great What shall i do?? About the node speed, it's not possible, using integer is very interesting for serializing/saving the levels and engine performance. About the laggy editor, yep I know. This is not easy to optimize like in the game engine. On the other hand, when the editor becomes laggy, it can be a useful warning for the designer. Designing levels with too many objects/curves, will maybe work on your computer but not on less powerful ones. Edit: Could you also optimize the level editor code a little bit? When I have more than about 20 floors/curves in a level, it becomes extremely jumpy and laggy, however, it's fine in-game. Another edit: Seems that whenever you have a level with more than about 100, it won't let you test, save, or properly play it, even if you reduce the number of objects. That's a problem. Basically I ended up having to delete the level and now I'll be recreating it from scratch. Not my favourite, but if I have to.. :P hen there are so many paths, and when yo start to delete some items/paths, there is a big risk of bug. So this is how to proceed : 1 - test very often the game, if the test is successful, you can save the level. 2 - if the test fails, reload the game and reload your saved level. If you found out what action causes the problem, let me know. | Games forumPlay Game "Rolling Turtle"First post of the topic |