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Author: Sefro
Game: HATPC Reborn
Date: Wednesday, January 18, 2017 - 4:09 am

[?] Karma: +2

Description:
Beluga was the first word that came to my head. It was a working title but I can't change it and also it grew on me.

This is a hard cave. It's mostly non-linear but not completely. I'm excited to see if anyone can figure out the gem. By the way, to reliably get into one-tile spaces you have to be holding crouch when you jump or fall, you can't starting holding it in mid-air (like all duck-jumping stuff).

NOTE: You have to play it in HATPCR v 0.2.3 because of a bug.

Click here to play!

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User Comments (9)
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DroidFreak36
[?] Karma: 0 | Quote - Link
Wednesday, January 18 2017, 5:00 am EST
HATPC Reborn Dev

Age: 29
Karma: 200
Posts: 491
Gender: Male
Location: droidfreak36.com
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Having checkpoints based solely on location could go awry in a non-linear level like this. Ideally, the checkpoints should make sure that you're actually ready to go to that location before they trigger. That's why I added the ability to make checkpoints depend on a lot of different factors.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
Sefro
[?] Karma: 0 | Quote - Link
Wednesday, January 18 2017, 6:34 am EST

Karma: 313
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Gender: Male
Location: Canada
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I think the cave is a bit simpler than it looks. The checkpoints can go awry but I don't think I can make them foolproof. I did just make a couple adjustments to them though, and I'll consider it some more tomorrow. (well, today; it's 4 a.m. )
Sefro
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Wednesday, January 18 2017, 3:24 pm EST

Karma: 313
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Gender: Male
Location: Canada
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I added some conditions to checkpoints that I think would be the most obvious problems. The event system is deeper than I thought. I'll look into using $nop to make it so that that if a tile is or isn't in a certain location then all checkpoint activity stops, and then I can program a set of what might be common errors to disable future checkpoints.
aych bee
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Wednesday, January 18 2017, 6:26 pm EST
when i am king

Age: 103
Karma: 147
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Location: you will be first against the wall
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without terrain 4 it simply does not feel like a sefro cave


Spoiler:
DroidFreak36
[?] Karma: 0 | Quote - Link
Thursday, January 19 2017, 12:10 am EST
HATPC Reborn Dev

Age: 29
Karma: 200
Posts: 491
Gender: Male
Location: droidfreak36.com
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CaveGen might not support terrain 4 yet, but HATPCR does, so you can set it in the level file.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
Isa
[?] Karma: 0 | Quote - Link
Thursday, January 19 2017, 8:38 am EST
No. I'm an octopus.

Age: 30
Karma: 686
Posts: 7833
Gender: Male
Location: Uppsala, Sweden - GMT +1
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for what its worth i collected all the treasures and got to the top of the level, but im pretty stumped on how to get to the door

it was fun but by god i grew tired of the dynamite sounds when i did the lower right corner
Sefro
[?] Karma: 0 | Quote - Link
Thursday, January 19 2017, 4:21 pm EST

Karma: 313
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Gender: Male
Location: Canada
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Putting terrain 4 in the level file renders terrain 1. And I agree neezles, I'll change it when I can.

Thanks for playing, Isa. Regarding getting to the door:
Spoiler:
DroidFreak36
[?] Karma: 0 | Quote - Link
Thursday, January 19 2017, 5:28 pm EST
HATPC Reborn Dev

Age: 29
Karma: 200
Posts: 491
Gender: Male
Location: droidfreak36.com
pm | email
Quote:
Putting terrain 4 in the level file renders terrain 1.

Well, you've got to tell me these things. Apparently I only enabled terrains 3 and 4 in campaign levels. Fixed for the next version.




Quote:
Rictory for Ralkyon!

HATPC Reborn home page
Sefro
[?] Karma: 0 | Quote - Link
Thursday, January 19 2017, 11:11 pm EST

Karma: 313
Posts: 1136
Gender: Male
Location: Canada
pm | email
I didn't know it was supposed to be supported :p Forgot the campaign levels have it

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