No, you keep your platinum if you drop on the high scores. Also, it was changed to global top 25 in the last update.
I've tried qpawns methode and I like it a lot. I think since I've always held it in a similar way (just not hooking so quickly) I've been able to pick it up really easily.
Platinum requires you to earn a global top 25 score as well as completing all other level objectives. (i.e. Coins/Secrets/Dev Scores or 2k/4k/8k points on endless modes). If you have a global top 25 but haven't completed all the other objectives, you'll be given the appropriate award. For example, I do have a top 25 time on Ancient Dwarven Door (it was in fact, at one point, #1) but haven't yet broken 8000 points, so I've completed 3/4 objectives and have a gold trophy. Once you earn the top 25 objective you can't lose it if you get bumped off.
Double posting is for winners. Anyway, Kepa, there's something I've been meaning to mention but had forgotten about. Occasionally when I send challenges back and forth with my brother, the result screen will show something like: You Won! Nightmare13 4095 points vs Nightmare13 0.00 points Instead of showing his losing score. Whenever this happens both my win and loss count in match history are incremented, which is incredibly frustrating. I feel like it may have something to do with us both being connected on the same IP, since it's never happened with any challenges vs other players.
Yes it's the secret level. It's harder than eruption for sure. EDIT: This silly forum doesn't have spoiler tags.
Eruption is pro version of Avalanche, so basically new stuff is more cosmetic update. looks like qpawn has lobby @ rocketcat games. if such extremely useful feature like replays (which was more or less promised) won't be implemented. it may sound like a bitching, but updates with new maps and modes are more for die hard players (minority). I've got platinum for all levels (when top5 was needed, even with annoying lags) i've played, but i still would prefer more levels like journey inn, simple, fast and fun. Or i am wrong and even not so skilled players prefer zigzag and eruption over avalanche?
Hey Kepa, are there any plans in place to implement game center instead of openfeint? I've tried it out on a couple games and it seems to run a lot more smoothly.
That's a weird one. It's a little more serious than Fastar. It's basically a travel-the-world-map RPG but with Minigore-like combat. It's not quite a dual stick shooter, though, it's got new control and gameplay mechanics. I don't think I'd call Eruption a "cosmetic update" by any stretch of the imagination. I try to make update levels have new gameplay mechanics, which almost always happens to translate to higher difficulty. People complained about the shooting-level in Hook Champ, which had new gameplay mechanics and similar difficulty to the normal levels. It's a tough call. After thinking about it, increasing the difficulty does lead to too exclusive gameplay design. I'll try to avoid doing this in the future, yet I really don't quite want to do "shuffle things around slightly" or especially not "quick reskin" style updates. I guess we could, if that's what people demand. I do kind of like Hook Champ's level design better, personally. Then again, Hook Champ didn't have Endless Modes. Also, a lot of people hated the "slow doldrums areas" you could fall into in Hook Champ, but that's also what gave the levels more personality. We're looking into it. It would be a no-brainer if it supported all the usual devices, but apparently it doesn't support iphone 3g? One suggestion we saw is to support both OpenFeint and Gamecenter... we need to make sure that doesn't break anything, though. We'll most likely end up trying both for our next game, and if it's successful, push it back to our older games.
New mechanics could be introduced in short and easy levels too. Even hard levels in HC were so great because of their structure. in SQH some levels are just too chaotic. And i would not say that you was making "shuffle things around slightly" (actually this is more valid for what u've done with spikes levels) with easy and medium levels. first levels in HC and SQH are really good, they have twists which should be perfected in order to get good times, but still are fast and fun. I think people have more fun when they are trying to improve the best time, and not when they are just trying and trying to finish the level. However this assumption can be wrong.
I disagree. I feel much less irritated and much more accomplished when I complete a run through Zigzag Horror than I do when I try 30 times to get a global high score in an early level that requires 100% perfect swinging because the level itself is so easy. Put some obstacles in the way for christ sake. Now admittedly, easy levels can make better race levels, because even someone who's well practiced in Zigzag Horror can die multiple times on any given run, and with only 1 checkpoint it really kinda sucks. Example: Say I'm trying to respond to a duel in Zigzag. The person that sent it died not once, but twice, around 60% in. Unfortunately, I die once around 85% (just picking arbitrary numbers here) and get respawned back to the ~50% checkpoint and end up losing. So I suppose I see benefits of both systems, but as far as actually playing through the game and setting top scores I prefer the harder levels.