I created a test world that requires you to flip the switches back and forth to get to the exit teleport.
I guess I could have picked more contrasting colors, but for just a test I think it's okay. I'm currently not sure if I want to keep the "blinking" while reversed feature or not. (Actually, it just inverts the blink. If it blinks forward, it won't in reverse).
There's a bug in the action history that says the belts are switched to forward/reverse based on the switch's direction that gets flipped instead of the actual belt direction. I need to go back and make sure all switches get flipped when one gets flipped and it should be fine.
Below is the video demo. I purposely went the longest way as possible. Also, I demonstrated secret walls towards the end. All in all, it ended up being a bit more work than I expected but I'm happy so far with the results.
" That might help for "color challenged" people (if you think any such people will play your game.)"
Haha. Like most NE releases, I have doubts anyone will actually play this game. haha :D (Although, I do plan on compiling a Windows executable once I get to a release point).
That hidden or secret wall, though, I'd never have discovered. There was a game called "Milton's Secret Castle" or something. Waste for $5 on the Wii Play store. You basically had to know where everything was to unlock secrets or hidden things, and try everything on every tile. ... more
Yeah, I guess I could have set the conveyor belt to push you all the way into the wall or something. Where that secret wall is now, you can't exit back out any other way but it could leave you pressing every wall to see which one might "open". (If you even knew that was a possibility).
way to show new features to the player. Give them a spot to learn it so that they know how it works in the future (or know to look out for it.) I remember reading the first level in the original Super Mario Bros was designed like this. It showcased jumping, enemies, pits, star power, mushroom, flowe... more
Before they're stuck?
I just don't understand them... People that is. Some will read, some won't but they'll all play the game.
The cool thing about the first level was it did all those teaching things but still felt like "level 1" of the game. Some games have a "teaching" mode that feels ex... more
go "yeah yeah, I got it." then get stuck and go back to it and "ok what did I miss?" haha
For the game, I was thinking like a small set of maps (or probably just one) that just walked you through the different things. That way you're not sitting there reading dense text and get a little sandbox a... more