couldnt finish much too badly... the levels were awesome but much to hard... needed more checkpoints and often i had to start a whole level over cuz moving walls and doors trapped me in with no where to die OMGOMGOMG! YOU ARE THE CREATOR OF THINK DIFFERENT?!?!?!?! i LOVE your level pack... i beat it and its in my faves... played it like weeks ago!!!!
I wasn't able to finish it either... Thanks for loving my level pack The whole point of my upcoming level pack Patience is being annoying, I actually should call it Annoyance (is there such a word?). The idea of my upcoming level pack Transformers is that the levels change after you press a button, so you get like a whole new level I have a level in the pack Patience that actually belongs to Transformers, I actually wait for an option to transfer levels between level packs, since it really is impossible to do everything again...
i think annoyance is a word foshizzle...lol but yea... that stinks that you cant transfer levels... cant wait for them... they sound sick! (just because you made them)! i actually was gonna make levels like what transformers sounds like but i couldnt really figure out a way (besides TONS of moving walls) i assume that is what u are using, eh?
Yeah, moving walls are the basic ingredients of transformer levels ;-) In one level there are tons (too much, you may use 60, I need 77 :S , I'll see where I can make one moving wall instead of 2 or 3 ), it's going to be great I think. In another one I used about 15 moving walls, thatone is really sick! I may post some screenshots for that level, ofcorse 1 picture is not enough for a transformer-level xD In another one I use 16 I believe, which also has 4 lasers. My Patience-levels also transform a little, and they're extremely polished. As soon as I have got that level transferred I'll publish it. Hopefully with good designer times, 'cause the designer times of Think Difference really suck as you know. What are your best times of Think Different by the way? Mine are: 1. 11.7 sec., 2. 10.8 sec., 3. 9.0 sec., 4. 3.2 sec., 5. 24.9 sec., 6. 17.6 sec.
i would love to see screenshots!!! im so excited for your new levels... hey dont worry about transferring your level to transformers... the update to transfer levels my not come for a while... not to mention it might never come... you might as well publish it because in a while, not as many ppl will be playing lab 2 and not as many ppl will have played your patience pack if you wait to long... at the moment im starting a new level pack where you are in a box the whole level and the box (moving walls) confine you and move about the level... you have to avoid the holes and crap while in the box... the idea is sick but i need to develop it 41 sec 42 sec 18 sec 16 sec 79 sec 20 sec
Yeah, that really is a sick idea! Make sure the space around the box is covered with moving walls, though. I just decided tomorrow I will open 2 safari windows on my mac and copy all data by hand... I might even publish Patience tomorrow with 5 levels, or should I make more levels for it? Hmm, I think I'll make one or two more and then publish it, I think tomorrow.
the level that i am making is taking forever but its really great and nothing like any others. what i have to do though (because if you die, all the walls will be moved and all messed up) 4 walls from different directions, if you die, sprint to where the ball starts and traps you in, forcing you to pause and hit restart... which is a fine idea but it means i cant have any checkpoints oh well...hurry up and finish yur patience pack! im eager to play it!!!1
I think we have discussed this in this or the other thread before. I think most agreed on that it would probably be misused/annoying. I'm still open for discussion though.
A labyrinth board shouldn't have hints. It's a puzzle that comes as is. If it has words for hints, it's something else, not labyrinth. Just my 2c's.
I agree, and having the option to turn them off could lead to situations where levels are just too difficult without going all the way to the options, turning them on, restarting the level to read the hint, then finishing the level and remembering to go back to the options and turn it off again. starmonkey101: I just tried your new pack. I love the idea of having clues to solve the level but I found problems on two of the levels, I managed to finish level 3 in 3.7s and 6 in 2.7s. I won't post how here 'cause it'll spoil the fun for other people, but the level 6 method isn't your fault at all, so I'm gonna PM Anders with the bug
im aware of the problem in level 3 and i just figured out what the matter was in 6... sigh... i thought i had a really good pack but oh well....
I have the same in Think Different, in level 2 after you hit the green button (right at the beginning), you can press it again and the other door opens, so you can skip a little part of the actual puzzle..
HELP ME! For my Megaman level should I have Megaman firing a laser that sets off other cannons or Megaman firing a cannon himself?
It would be cool to have him firing a cannon himself, but it looked cool that he held 2 lasers... Does it still look good when you let him fire a cannon himself?
After lots of trials and tribulations I've come up with a 'beta' for my first level. Thanks to those that game suggestions. Here is the image... What I'd like from you guys is: -a name for the set of levels revolving Megaman. I have an idea, and it's 'Panic Attack - Megaman' -any aesthetical/gameplay focused advice on the level. How it plays is that when you go through the laser beam an alarm goes off and a ball is fired from the cannon after a short delay. You then run away from the cannonball as it bounces perfectly through the path until it gets destroyed against the wall near the red switch (only 1 ball is fired and it bounces 4 times). When you go over said red switch the metal doors which were closed start to open so you need to get through them before they close. The end of the level is when you escape from this path of horror. The Magnets are purely cosmetic as is the Megaman except from wielding a laser. Because of the threat of players getting stuck between the doors, I may put all doors together but still opened at different times. The player would still need a manual restart which sets all features back to normal. Any tips/help?