Erik_
95% implemented now... (demo video in message)
Thu Jun 03, 2021 1:16am
24.190.98.107

I created a test world that requires you to flip the switches back and forth to get to the exit teleport.

I guess I could have picked more contrasting colors, but for just a test I think it's okay. I'm currently not sure if I want to keep the "blinking" while reversed feature or not. (Actually, it just inverts the blink. If it blinks forward, it won't in reverse).

There's a bug in the action history that says the belts are switched to forward/reverse based on the switch's direction that gets flipped instead of the actual belt direction. I need to go back and make sure all switches get flipped when one gets flipped and it should be fine.

Below is the video demo. I purposely went the longest way as possible. Also, I demonstrated secret walls towards the end. All in all, it ended up being a bit more work than I expected but I'm happy so far with the results.



" That might help for "color challenged" people (if you think any such people will play your game.)"

Haha. Like most NE releases, I have doubts anyone will actually play this game. haha :D (Although, I do plan on compiling a Windows executable once I get to a release point).

    • Flipping color can be a pretty good clue. - Puckdropper, Wed Jun 02 2021 4:37am
      Especially if you choose contrasting colors so it's easy to see that things have flipped. That might help for "color challenged" people (if you think any such people will play your game.)
      • 95% implemented now... (demo video in message)- Erik_, Thu Jun 03 2021 1:16am
        • I like it. The conveyors work well, it's easy to tell what - Puckdropper, Thu Jun 03 2021 4:56pm
          they're doing. That hidden or secret wall, though, I'd never have discovered. There was a game called "Milton's Secret Castle" or something. Waste for $5 on the Wii Play store. You basically had to know where everything was to unlock secrets or hidden things, and try everything on every tile. ... more
          • Thanks! Glad to hear it's clear what they are. - Erik_, Fri Jun 11 2021 4:05pm
            Yeah, I guess I could have set the conveyor belt to push you all the way into the wall or something. Where that secret wall is now, you can't exit back out any other way but it could leave you pressing every wall to see which one might "open". (If you even knew that was a possibility).
            • I've seen games do that the first time - Puckdropper, Sat Jun 12 2021 3:28am
              to "teach" the player that there's a walk-through wall. The next time, they do just what you did. OTOH, some successful games do go for the inescapable chamber approach.
              • way to show new features to the player. Give them a spot to learn it so that they know how it works in the future (or know to look out for it.) I remember reading the first level in the original Super Mario Bros was designed like this. It showcased jumping, enemies, pits, star power, mushroom, flowe... more
                • People read tutorials? - Puckdropper, Thu Jun 17 2021 2:41am
                  Before they're stuck? I just don't understand them... People that is. Some will read, some won't but they'll all play the game. The cool thing about the first level was it did all those teaching things but still felt like "level 1" of the game. Some games have a "teaching" mode that feels ex... more
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