I personally would prefer the same behaviour as in level 1-70. From level 71 ongoing, it is also feasible to use the glitch but much harder (i. e. more time to get it open). But, this is only my opinion. Maybe you can make a dependency: for garfield, wiz and prog make it hard - for the rest make it easy
Sure, then "level 1 - 70" behavior it is... except for Garfield, Wiz and Prog which gets tougher-than-level71+ Seriously though. Are more voting on this? The options are... 1) Same behavior as level 1 - 70 2) Same as level 71 and up 3) Even tougher than level 71 (I would like to say impossible, but you NEVER know with you guys)
As i recall, the bug also worked in the latter levels, only perhaps was a little harder. I would say, leave the bug in.
Hi Mr DG, thanks to ask us! There is a fourth choice : you could find , for pack 2 , a new trick for the same result? I know that after some time, it will be , finally, the same result as for pack 1...... But, with your patch for levels >71 , as Hasenfuss said , it was just harder to have the same result. So, if you have designed those 60 levels without glitch, it's not a problem, we will all enjoyed them like that for sure! And maybe someone will find something new later? I personally vote for the same glitch as for pack 1 (because I like to play with those moving doors.....) or for "a new glitch".
I would like to see the same behavior as 1-70. And since Wiz, Garfield and I get the tougher version make sure you put bonus points in for us when we do glitch. #
Hmm, I just counted the number of levels that use trapdoors in the new pack. There are only 5 of them. And taking into consideration that I'd prefer to upload the game right away (instead of waiting another few days for votes) and that it feels more consistent to use the same piece of code we used for level 71+, I'll just go with alternative #2. Ahh, the benefits of being a developer slash dictator. App Store, here we go!
In other words, you can still trigger the glitch, it's just a little more difficult like in level 71+ EDIT: Also, this would make it easier from a codebase standpoint to add even more levels in the future. NOT THAT I'M PROMISING, I'm just saying!
"And taking into consideration that I'd prefer to upload the game right away" Good idea! only 5 levels with doors? and a lot of timing levels so........
EDIT: Also, this would make it easier from a codebase standpoint to add even more levels in the future. NOT THAT I'M PROMISING, I'm just saying! Arghhhhhhhhhhhhhhhhhhhhhhhhhhhhhhhh!!!!!!!!! I'm so impatient!
In our experience, about one week in 90% of the cases. In rare cases, two or three weeks, but I think that hasn't happened the last few years. Usually if we upload on say, a Monday, it is usually released the next Monday, Tuesday or so.
More stats on the new levels... 8 levels with turning wheels (the black ones) 9 levels with spinners (the small white/red ones) 5 levels with teleporters... guess you'll be exploiting those 2 levels with worms / elevating bars... where the "wait X hours until they start behaving strangely" glitch has been fixed, all to save your chargers from overheating
Sweet!!! Thanks for not forgetting us catters. We really appreciate getting these updated levels... Very cool #. It would be cool when CP2 comes out if the naming of levels could include the top 50 catters on the list. Such as: How Lo can you go, or Garfield's playhouse, or To Wiz or not to whiz, or Let's get Pappy, or Mikey's spinners. Thanks again DG...you are awesome!
The "improved" trapdoor behavior after lvl 70 is the main reason why I am a few points behind. It is a royal PITA to glitch the door and then move one or two arrows to their place, in pixel precision. I simply gave up for these levels. I am so excited! Thanks a lot, DG. You are the best. I am sure will be missing some advanced features of Lightlands though. The three memory buttons per level, the zoom-and-fine-movements function, the x2/x4 speed option. CP2 would greatly profit from these. Nudge nudge.
while we are waitung for getting the new version reviewed: is it possible to see, what's exactly placed above the screen in level 29 "one way" ?!
I don't think there is anything except for the transparent bar ending that has arrows going to the right. I think the difficulty of getting over is that anytime the ball touches that bar it wants to come back right because of those arrows. Think it needs to fully get over and land just right. Just my opinion though... What you say DG?
You're right on everything, including the fact that there really is no "terrain" above the screen. Just a small piece of the transparent bar above the border.