I find bumpers and fans to be the major source of frustration. Bumpers really introduce a lot of chaos when they are close together. (I think I made a mistake with my first pack, last level where I have 3 bumpers that were quite close together, it sort of made that level a more random than skill-based finish.) And fans...I can never be sure of their range of effect, and when the ball strikes the fan, it's like a bumper.
So... I accidentally clicked "Publish" before I was ready, but my new pack is out. It's perfectly playable, everything is in the right place, I just wanted to adjust a few minor things, but nevermind! It's called "Testing the Water" because I also forgot to change the name, and my ID is in my sig. Should be easy, have fun!
That's not 'easy'. I'm already having a hard time with the second one. The gate closes too soon. Looks great though.
Yeah. I did die. Didn't mean to sound like I'm whining. I love your board designs. But I think I'll rate this a medium.
No worries, I didn't think you were whining, I just got a bit confused when you said it closes too fast as though it was timed or something.
Hey Ace! (Again) I am sorry but I have confused myself into writing you the wrong review. Your pack (Maybe, maybe not) is great! Well polished, good but at some point slow gameplay but great after all! I rated it five stars! Polish 5, Gameplay 4, Design 5.
It was very good. i like that you manage to use the entire screen in clever ways, forcing you to go back and forth.
I have implemented it now. Clicking on a link like this one here labyrinth2://AEW62U78.01 now starts the game and opens up the "Search by ID" screen: I chose not to load the first level automatically to give the player a chance to look at it before downloading/playing (it's just two taps anyway; tap download arrow, tap play arrow).
When I was making a level which consisted out of many little moving walls, so every time (after every button) a new path is formed. But, after 60 moving walls (I need 77), the moving walls are out of stock. I understand you make a maximum, so the level won't be packed with hundreds of little moving walls which can't be loaded fast enough by the iDevice, but 77 shouldn't be too much I think.
The limit are set so that hopefully the level won't be choppy on most devices even if you add all sorts of stuff. Sure, it would probably handle 77 moving walls, but if you add everything else to their limits, you would have a lot. We have discussed adding a "complexity meter", which would be filled as you added stuff, and some objects "costing" more than others. Would that make sense? Lasers are for instance very expensive to draw.
I suppose that means I can use 77 moving walls when I do not/barely use other objects (when you add that "complexity meter")?
A complexity meter would be nice, I don't think it would be confusing. There was on in Spore that was really east to understand, and I'm assuming it will be like that
No it was in the computer version, you could probably just download the free creatue creator demo and see it