testtubegames wrote:They are both darker colors, but only the level editor should be locked (and only until you have beaten level 1). Just to prevent newbies from accidentally clicking on it -- but I like the idea of showing people it's there, right on the main screen, since making levels is rad.
But why'd you darken them? It results in an off-balance of the buttons. (They look strange that way). Or maybe not. It just seems little strange to me. I think it'd be better than having them all light, though.
testtubegames wrote:Yeah, it's not ideal right now. I'm having a dickens of a time fixing the levers while still keeping the invisible blocks -- since that's kind of a glitch already. I may have to resort to something a bit more drastic. Like... invisible blocks are completely gone. Except if you do something special to unlock them (a keycode or whatnot). That might be the best way.
If you need to make my invisible blocks disappear, that's okay. Just add them in as an easter egg. (Make it so you have to click on my name in the playtesters list). I was just being so defensive because I thought you didn't like them in the first place. Or, you could just place the current version in the gamefiles for me to play with and get rid of invisible blocks completely. I mean, I want my invisible blocks, but I don't want them to cause any possible bugs and glitches just because I'm an invisible block fanatic.
testtubegames wrote:Okay, can do it that way.
Well, I mean, it's more intuitive, but it's more useful the other way... SUCH HARD DECISIONS!!
testtubegames wrote:Nah, turns out if you just remove gravity and leave everything else the same, the game gets really hard to use. There's no jumping anymore, for instance, since that relies on gravity so you touch the ground. Wall jumps work, but you'll just fling yourself up, and have no way of coming back down. I actually tried rigging up code for moving around in 0g, waaaay back in the day, but I scrapped it because, unless you're turning Shocktopus into a spaceship (thrusters in all directions), then you can't really get around. Though that would be a cool, different game.
Shocktopus already moves left and right in midair. With that ability, there's
plenty you could do with antigravity. Charge buttons would be a particularly powerful tool, allowing the player to turn 'on' and 'off' gravity with the press of a button (z). You could also make interesting levels where you have to navigate left and right while moving upwards to get to the end, and these are all ideas I just thought of off the top of my head. There's plenty of things you could do, but it's your call whether you think it would be worth the time. The main priority is getting it finished now anyways.
testtubegames wrote:Huh, nice and specific. If I stop allowing the switches to add to switches... it sounds like this would fix this instance. Though it appears there's something deeper afoot, I'll try to track it down.
Yeah, I'd go with something deeper afoot. I mean, the right-facing charge field is strange in its own right (I'm itching to be able to actually close the edit window so I can see just how strong that field is), plus I don't remember actually adding any levers to levers (it doesn't really work). Something wrong is going on with the buttons and/or levers, and it may not just be my glitchy ways.
testtubegames wrote:'cause you could stand in a spike block. Was (and feels like) a glitch. So I changed it.
Well, okay. I guess. It just seemed that it would be such a rare instance it was negligible, but I guess it isn't.
testtubegames wrote:Yeah, in fixing the bug about what gets drawn when, at the moment the game uses a blunt instrument to get it working (refreshed EVERYTHING on switches). Wasn't sure how much lag that would cause-- I wasn't getting too much. But my test levels aren't quite as rad as yours! So I'll fix that lag.
The ONLY block you could see in my level was the switch, and it was still dragging seconds of lag to just close the edit box!!! (So what I filled my level with invisible blocks? You still couldn't see them!)
testtubegames wrote:Yup. He can't spawn inside a block. I *can* change the torches and doors to stop interfering with him. But he's not going to spawn inside spikes or platforms... 'cause that would lead to tons of glitches.
If people want to place ~TES~ inside blocks, then they
want glitches! I mean, unless those glitches crash their browser or freeze their computer (which they're not going to do), little glitches are something to laugh at or make fun of. Now, if there's a lot of those little glitches, then something appears 'glitchy', but if a glitch was brought on by what a user did, the glitches seem more like "Oh, so
that's what happens when Shocktopus spawns inside a block,
coool!" But, of course, that's just in my experience. User levels are supposed to be where people can stretch the limits of ~TES~ anyways, right?
testtubegames wrote:Thanks as always for the feedback, man, -- you are a bug hunting *machine*!
Yeah, I find lots of invisible bugs. And blocks, mostly blocks, but sometimes bugs, too.