In general, I enjoy the new levels quite a lot, more than the last batch in the original pack. There are some fresh ideas and a nice gameplay. Very good work, DG! If you are asking for criticism, here's my 2 Öre: - I don't like the door glitch solutions too much. It may sound interesting but it just consumes a lot of time. Many lvls in pack 1 (92 and in particular 58, ET) have made me mad and I gave up. - I don't like any glitch levels, if I think more about it. I don't mean the out-of-screen solutions, these are really nice. But not the doors and the unpredictable teleporters. - I also sort of hate the rubber surface. Rubbery is ok, but the structure appears to be a mixture of highly reflective rubber and a more dull surface, all in thin layers. This leads to all sorts of strange effects, but is rather unpredictable and not very satisfying, at least for me. Find a good path, change 1 arrow by 1 pixel and the outcome is completely different. I am not bothered by many arrows. Since I lost the ultra competitive approach and very rarely use other's screen shots, I like fiddling with a bunch of arrows. I don't play nearly as much as I used to in the old days. But today I wasted 2 hrs in #54 Breakthrough, which is one of my favs. Sadly, still 8 pts short! I made a quick list with points for each level and the losers are: 1-27-53-59 and one of a group of four (6-10-25-60). Didn't like these too much, well I'd say less than average. The winners: 9-15-20-40-43-50-54-57. All these got 8 of 10. There are a few rubber levels among these, so it all depends. My most hated level is ET, Enclosed Teleporter followed by ET, ET and HTGO. These are nice levels but having to use the door glitch make them a royal pain in the neck.
Our terrain analyzer and collision mask generator sometimes do funky stuff with certain levels during development, but at least during the constuction of the Bonus Pack, we could visibly see the collision mask as an overlay in our level editor and know when something unexpected happened. When going back to the original pack and looking at the collision mask overlay, some of the glitches you've discovered makes sense in retroperspective. There's simply something funky with the collision data at certain areas. Now, the weird thing is that Level 59 @ Bonus Pack has no visible glitch. Still you managed to squeeze through there. So to answer your question... no, we don't know of any holes that you still haven't discovered. In fact, we didn't even see the level 59 glitch coming. There seems to be a special "relationship" between Cat Physics and the catters that you guys understand better than us.
quote no, we don't know of any holes that you still haven't discovered unquote so, there is still hope, while waiting for new levels, to find a hole somewhere! in a wall or in a glass... thanks again for this great bonus pack !
If i would have to place a bet i would say its "only a wall apart". What other reason than a hole would make the black cat's tail move?
I tried already, and there is a weird bounce just below a special part of the left side of the rock..... But on every level (even behind a wall or something) , if the ball comes close to the second cat, its tail is moving....
well for me , when the ball is just behind the last wall its tail moves, perhaps you are too far? I think there is a distance + a rapprochement speed?
Place the ball In front of the last wall. The distance looks smaller than in OAWA but the tail doesnt move. But maybe i am wrong
I've been on vacation so sorry for the delayed reply: Love the levels in this bonus pack. I happen to love all the little nuances like going behind a wall off screen or through a wall. I would like levels that have these types of hidden features you search for...it extends gameplay and provides for great excitement when discovered. Maybe having a teleporter hidden off screen on one side that helps transport to the other. Basically allow your terrain analyzer and collision mask generator to do funky stuff. Glitching doors is getting old, so I agree with Papp on that. Anything Wiz hates I'm all for ....and I think we need a mouse popping up somewhere in the new levels as a bonus Fantastic job as always... Thanks a ton! Got any secret tips??? PM me I'll keep my mailbox clean!
Naah, sending PMs to Catters with super-secret codes, e.g. how to remove entire walls, is getting old. Their mailboxes tend to fill up so fast.
Btw. If anyone's interested in how it looks when we create new levels for Cat Physics, here's an office pic of the game running on my PC. (though I'm not the one who creates levels) I'm a sucker for office desk pics myself, so if anyone's like me, I thought they might enjoy it. You can see the terrain polygons in blue. Even though they seem to work as they should on this level (right???), you now know how these little untrustworthy bastards look! It's funny, because at the same time they're also the ones that bring life and mystery to the game!
LOL! Removing walls!!! Now that's what I'm talking about. PM me an extra arrow or two. Or maybe an adjustable arrow (not rotating)! You may have discovered a new revenue source from some desperate catters. Need a wall to be removed? That will be a hundred dollars please. Buy an arrow? $50 each.
Okay, so you are going to leave us hanging like that, lol? Great pic! Would love more inside looks at other levels and their development process, it's fascinating. Thanks for the inside peek.
Very interesting look "behind the scenes". One can see the small uneveness right from them starting cat doesn't effect the ball at all. so the collision matrix is much simplier than the graphics suggest.