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Old 14 April 2012, 17:18   #21
Predseda
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Thank you Christina and all other people who mention our work on their websites.
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Old 14 April 2012, 22:28   #22
CodyJarrett
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Do the levels change automatically in the game (e.g. with the tile type changes)? Is the game endless?
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Old 14 April 2012, 22:33   #23
Graham Humphrey
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The game loops through ten levels, and after level ten goes back to level one. This happens forever until you die and/or get bored When the tile graphics change that signifies the level changing.

However, for each of the ten levels, there are three different map designs for each one. Each time you move from one level to the next, one of those three designs is chosen at random. So in total there are actually thirty different levels.
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Old 14 April 2012, 22:36   #24
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Ah, I see. I've added the "Endless game" Quickmatch to the entry.
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Old 15 April 2012, 09:54   #25
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Send me your real names and I'll change the credits!
Keep my name there as is, I am happy with that.
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Old 15 April 2012, 10:30   #26
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Congratulations to Graham, Predseda, Reynolds, wilshy and everybody else involved
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Old 15 April 2012, 18:06   #27
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Thanks very much
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Old 19 April 2012, 08:51   #28
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I found a small bug. In later level, where platforms are grey with "stalactites" and are very thin, if I collect "weight" power up and so I am heavy and fall quickly, It happens that I fall through the platforms! It is not annyoing, maybe it is rather feature than a bug.
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Old 19 April 2012, 09:07   #29
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Definitely down to the platforms being so thin I would have thought. Because you fall at a faster speed and the game only checks for the pixel below the player's feet when doing the collision detection it's inevitable that for thin platforms it doesn't really work... maybe we need slightly thicker platforms for that one.

In other news...

AGA version officially started! I will use the old diary thread to keep people posted on this though don't expect too much in the way of updates this time round as there's not much to actually update people on.

Also, clenched has discovered how to get the music working properly on 1.x systems, complete with the ability to turn it off, so I will be releasing a version 1.1 of the game at the same time as the AGA version. As a bonus, it's also a lot less sensitive when it comes to turning the music off too. So thanks to him for working that one out.
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Old 19 April 2012, 10:14   #30
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I would keep the thin platforms there, as "weight" should be power-down, not the power-up, with all its risks
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Old 24 April 2012, 13:04   #31
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Thumbs up

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Wow, awesome to see it in HOL, thanks!
Yeah crazy:

Feels about the same like being a little-known director and finding your movie somewhere in-between Tarantino and Spielberg on IMDB!

Good work everyone!
And thanks for not "modernizing it by force".
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