Author Topic: Graviter  (Read 164795 times)

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SirCmpwn

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Re: Graviter - Axe
« Reply #285 on: March 12, 2011, 11:36:57 pm »
That's what I do, but jumping out of the hole is difficult, and getting into them can also be difficult.

Offline leafy

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Re: Graviter - Axe
« Reply #286 on: March 12, 2011, 11:55:59 pm »
Jump into the hole when the spiky thing rolls at you and time it well, so you jump above it and land when it's already passed.
For me, timing is the hard part. Also, you don't have to aim like you do when you walk over the hole, just keep moving to the right and holding the jump key and you'll jump into the hole on your right.
In-progress: Graviter (...)

SirCmpwn

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Re: Graviter - Axe
« Reply #287 on: March 12, 2011, 11:59:09 pm »
I'll try that.  I get the strategy behind it, its just hard to execute.

Offline Builderboy

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Re: Graviter - Axe
« Reply #288 on: March 13, 2011, 01:09:48 am »
Thats the biggest problem I have with the puzzles right now (or at least the ones released) Even though I can get the concept behind them, it takes near perfect precision to pull it off.  I think the puzzles should be more focused on logical and puzzle elements than pixel perfect precision

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Re: Graviter - Axe
« Reply #289 on: March 13, 2011, 01:14:35 am »
I have to agree with BuilderBoy actually. It's hard to make a level that's hard yet doesn't require pixel-perfectness. When I make levels I try to allow a little bit of leeway for the player, but it's often quite difficult to pull off.
Level three is an example of a level I didn't allow any leeway with. Levels one and two in the demo I consider reasonable, however, with level one a little less so than level two.
« Last Edit: March 13, 2011, 01:15:44 am by leafiness0 »
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Offline ztrumpet

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Re: Graviter - Axe
« Reply #290 on: March 13, 2011, 12:34:34 pm »
Thats the biggest problem I have with the puzzles right now (or at least the ones released) Even though I can get the concept behind them, it takes near perfect precision to pull it off.  I think the puzzles should be more focused on logical and puzzle elements than pixel perfect precision
Exodus has very, very pixel perfect precision.  I guess it's just a basic game. ;)

Offline yunhua98

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Re: Graviter - Axe
« Reply #291 on: March 14, 2011, 11:40:58 am »
I don't know if anyone has already mentioned this, but I found some "Glitches"

Watch the *very* long screenie, some levels, I can just get to the goal a bit too easily?  Maybe add a block or something to prevent it?

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Offline leafy

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Re: Graviter - Axe
« Reply #292 on: March 14, 2011, 06:50:57 pm »
#1, that's the old demo.
#2, in most of those, the actual solutions are easy than the hackish ones.
In-progress: Graviter (...)

SirCmpwn

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Re: Graviter - Axe
« Reply #293 on: March 14, 2011, 07:52:21 pm »
#2 sounds like the same justification Valve used for some of the ninja solutions to Portal levels ;)

Offline leafy

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Re: Graviter - Axe
« Reply #294 on: March 14, 2011, 10:42:28 pm »
My favorite ninja solution in Portal was the one where the exit was right in front of the entrance, and by putting three portals you could solve the puzzle is less than 7 seconds xD
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Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #295 on: March 14, 2011, 11:31:05 pm »
The hackish solutions would make a nice TAS of this game. :D  Kinda like those Portal ones. :D
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Offline yunhua98

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Re: Graviter - Axe
« Reply #296 on: March 15, 2011, 03:57:10 pm »
wait, I seemed to have missed something, wheres the new demo?  :o

also, its a lot easier on-calc.  :P  Its way to sensitive on the computer.  XD

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Re: Graviter - Axe
« Reply #297 on: March 15, 2011, 06:49:51 pm »
nice! respect to you on making that, leafiness.
It's really hard though

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Re: Graviter - Axe
« Reply #298 on: March 15, 2011, 07:58:21 pm »
Development is now confirmed on hiatus until I figure out how to compile this thing (It always gives me ERR: BLOCK, even though I got each and every source program and subprogram from leafiness0)

Development is now confirmed on hiatus until I figure out how every single function, subroutine, subprogram, and other stuff works.
« Last Edit: March 16, 2011, 08:58:24 pm by phenomist »
Level Designer for Graviter

[Disclaimer: I can't program for my life.]

Offline leafy

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Re: Graviter - Axe
« Reply #299 on: March 16, 2011, 10:52:25 pm »
Graviter is back under development. I fixed the problem - no idea how, though, but phenomist is now resuming completing the game.
In-progress: Graviter (...)