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SLIMES! (The game is done and ready for you to play it!)
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 421
Location: @home

PostPosted: Mon Nov 30, 2009 5:47 pm    Post subject: SLIMES! (The game is done and ready for you to play it!) Reply with quote

The game that I've been working on for months, "Slimes", is finally done and uploaded to Castle Paradox!

Go get it!

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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Tue Dec 01, 2009 7:16 am    Post subject: Reply with quote

This game needs a walkthrough or hint compilation, badly.

Don't believe me? Wait 'till y'all hit the upper 20's and 30's.
EDIT: If this game follows the arcade classic of having 99 levels, I will pull my hair out. And then I'll probably play the game some more.
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Moogle1
Scourge of the Seas
Halloween 2006 Creativity Winner
Halloween 2006 Creativity Winner



Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Tue Dec 01, 2009 8:06 am    Post subject: Reply with quote

It's got 50, and they're not that bad.
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 421
Location: @home

PostPosted: Tue Dec 01, 2009 8:59 am    Post subject: Reply with quote

If there's a level you really want a hint/solution for just let me know. I'd be glad to post one.

Just a hint: The animated .gif for the game contains a solution for 2 levels.


ALSO @baconlabs: That signature picture is creepy.
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Tue Dec 01, 2009 12:47 pm    Post subject: Reply with quote

Cool game!

I'm guessing level 50 is not meant to be beat? or is there some sort of secret?

I liked 46 - it was the most challenging for me.

I got the feeling that my solutions for 29 and 40 (edit: No, I mean 41) weren't the intended solutions. They were very straight forward and easy. There was another level ... but I forget which.
43 was really hard, and I may have solved it incorrectly.

Edit:
There's a bug in your level selection dealie. When I pick the tens digit and then hit esc, I get the main screen with the level selection screen on top.
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 421
Location: @home

PostPosted: Tue Dec 01, 2009 1:34 pm    Post subject: Reply with quote

Level 50 revealed!
To beat the knight you must hit him ( touch him ) with the slime matching the color of his shield. This results in him having to be touched by all 5 slime types. And, yes, it's possible I figured the shield color was enough to tip the player off, but now I just feel silly for throwing such a large curve ball.

Oh and thanks for the bug report Bagne.
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Moogle1
Scourge of the Seas
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Joined: 15 Jul 2004
Posts: 3377
Location: Seattle, WA

PostPosted: Tue Dec 01, 2009 2:36 pm    Post subject: Reply with quote

There were many levels that I thought I cheesed through. I'm pretty sure I came up with unintended solutions as often as not on the trickier levels.

Ex: On level 49, use your spare pipes to block in the spikes. Then you can just walk underneath everything.

Level 50 was very clever and I kind of wish you'd held out on spoiling it, or at least put it behind spoiler text.
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Baconlabs
PURPLE IS MANLY




Joined: 15 Mar 2009
Posts: 335
Location: Tennessee

PostPosted: Tue Dec 01, 2009 3:27 pm    Post subject: Reply with quote

WHAT
I feel so puny right now
I had trouble getting this far
and now all of you are boasting for making it to level 50.

Well.
I have a stomach virus. I'll blame it. No one likes viruses, especially ones that mess up my puzzle capacity.
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Moogle1
Scourge of the Seas
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Joined: 15 Jul 2004
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PostPosted: Tue Dec 01, 2009 4:10 pm    Post subject: Reply with quote

Baconlabs wrote:
No one likes viruses, especially ones that mess up my puzzle capacity.



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Bob the Hamster
OHRRPGCE Developer




Joined: 22 Feb 2003
Posts: 2526
Location: Hamster Republic (Southern California Enclave)

PostPosted: Tue Dec 01, 2009 5:09 pm    Post subject: Reply with quote



Anyway, back on topic, I am loving slimes. Giant Slimey Kudos!

I am really glad to see a complete game using the mouse. Can you describe your experience working with the OHR's mouse interface? And troubles? Frustrations? Suggestions for improvement?

I wish the "you lose" "you win" screen was mouse-advanceable.
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Tue Dec 01, 2009 5:46 pm    Post subject: Reply with quote

I am loving that gman animation btw

Bladldaldaldladldldldldldladaldaaldaldldldlld!

Bahahaha!
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 421
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PostPosted: Tue Dec 01, 2009 6:28 pm    Post subject: Reply with quote

@ Mogri: I honestly don't know how to do spoiler text....

? [spoiler]l[/spoiler] ?

or else I would have. lol

Also, I gave out the answer because I kind of don't want this game to sink into the "too hard" category that some of my other games seemed to suffer from.
And I also wanted more people trying out the level editor

On the plus side, I assume most people playing won't look at this forum unless they're seriously stuck anyways.

@James: Using the mouse is pretty easy honestly. The only real weakness involved scrolling off screen on larger then 1 screen maps. Other then that, the slice mouse combo was surprisingly easy to do.

On the subject of:
Quote:
troubles? Frustrations? Suggestions for improvement?


Layer control would really be nice. By this I mean, being able to place 1 NPC over another when and how I want. This might be possible already, I'm not 100% sure. It limited me a good deal while making the game.


Quote:
I wish the "you lose" "you win" screen was mouse-advanceable.


Hmm good idea, into the update it goes.



To those of you wondering, here's a rough idea of how I did my mouse controls, feel free to copy.

First, I made some variables:

Code:
global variable, begin
1,cursor
2,mx
3,my
4,mnpc
end


Then loaded the picture of the cursor in the cursor variable:

Code:

cursor:=load walkabout sprite (4)


Then, inside the loop, I capture the placement of the mouse, capture the npc touching the mouse, and place the cursor, like so:

Code:

mx:=(mouse pixel x)
my:=(mouse pixel y)
mnpc:=get NPC ID (  NPC at pixel ( mx, my, 0 )  )

place sprite( cursor, mouse pixel x,mouse pixel y )


Next I made a list of what each npc should do if clicked:

Code:

if (  mouse button ( left button )  ) then ,begin

if ( mnpc==4 ) then (runblocktoolscript  )
if ( mnpc==5 ) then (rundeletetoolscript  )
if ( mnpc==6 ) then (runrightpipetoolscript  )

end


Then I scripted out what each of the npc's did. That was it. ( more or less)

As always I don't assure that this script will work the way you want it to. It's not straight form the game and it's untested.


@Baconlabs: Don't feel bad, I've had people tell me that got stuck on level 14. You're a champ comparatively.
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Bagne
ALL YOUR NUDIBRANCH ARE BELONG TO GASTROPODA




Joined: 19 Feb 2003
Posts: 518
Location: Halifax

PostPosted: Tue Dec 08, 2009 5:10 am    Post subject: Reply with quote

It's too bad the level editor only lets you make one stage - I wonder if there's a way to make a stage and let a friend play it.


(rubs hands together)


Yeah - someone needs to step forward and make another 50 stages!
Eeheehee.
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Spoon Weaver




Joined: 18 Nov 2008
Posts: 421
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PostPosted: Tue Dec 08, 2009 6:00 am    Post subject: Reply with quote

The level is saved on your .sav file so if you make a really neat level you can upload that somewhere and give it to people. I'd like to see what people make, so it'd be nice if you posted it here.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Tue Dec 08, 2009 6:01 pm    Post subject: Reply with quote

I played through the whole thing a couple days ago. Great stuff!
Level 50 was awesome.

Would you take contributed levels for an extended edition? I found most of the levels were too easy because so many could be solved just by using pipes as platforms. And unfortunately, I don't know if that was the intended solution to a given level, so just assumed everything else was a distraction. For example, it was almost never necessary to use blue slimes.

Spooooooon make harder games

Quote:
The only real weakness involved scrolling off screen on larger then 1 screen maps.

The plan, in the very near future, is to make mouseregion actually restrict to the mouse to the region specified, so that it can't leave the window. Not all of our backend libraries return the mouse position when it's out of the window.

Quote:
Layer control would really be nice. By this I mean, being able to place 1 NPC over another when and how I want. This might be possible already, I'm not 100% sure.

It is possible, didn't you ask this in the HELP forum? Maybe it was someone else. Anyway, it can be done by swapping the NPC references of two NPCs (I wrote a script for this), which is pretty damn annoying. But when NPCs are converted to slices, it'll be possible to do directly.
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