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Author Topic: NANY 2010 Release: Twigatelle  (Read 80892 times)
timns
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« Reply #200 on: April 13, 2010, 11:18:15 AM »

Can you get me the 'Details' please? Launching ok here
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timns
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« Reply #201 on: April 13, 2010, 09:44:31 PM »

Twiggles 1.3 just uploaded. Another new level (so that's 14 now) plus a new bonus. Kudos go to the first person to spot the new bonus thingy  Thmbsup

Kwacky1, please let me know if this one works ok for you!
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JavaJones
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« Reply #202 on: April 14, 2010, 03:10:39 AM »

New = lightning bolts that don't do anything and ball INSANITY? Thank god for Ball INSANITY on level 10, it helped help me *barely* win finally. I swear that's the hardest level. tongue

On another note, I think "pong mode" is too "stable" sometimes and the "catcher" should move randomly a little (while still being there to "catch") for each bounce, thus avoiding "steady state". I had it happen just now where the ball literally bounced in a precise vertical line 20 times, blowing 90% of the "pong mode" time. Also, it's more like "breakout" than pong I think. Wink

So what do the lighting bolts do...?

- Oshyan
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timns
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« Reply #203 on: April 14, 2010, 09:56:02 AM »

Oops, I left the lightning in? That was just me tinkering with a new effect. They'll do something at some point soon.

Thanks for your other thoughts - I'll do something random with Mr Pong.

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kwacky1
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« Reply #204 on: April 18, 2010, 07:20:55 AM »

Kwacky1, please let me know if this one works ok for you!

Indeed it does!

On another note, I think "pong mode" is too "stable" sometimes and the "catcher" should move randomly a little (while still being there to "catch") for each bounce, thus avoiding "steady state". I had it happen just now where the ball literally bounced in a precise vertical line 20 times, blowing 90% of the "pong mode" time. Also, it's more like "breakout" than pong I think. Wink

I second that...

ps. love insanity and the new levels..
« Last Edit: April 18, 2010, 07:40:36 AM by kwacky1 » Logged

timns
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« Reply #205 on: April 18, 2010, 12:57:24 PM »

Kwacky1, please let me know if this one works ok for you!

Indeed it does!

On another note, I think "pong mode" is too "stable" sometimes and the "catcher" should move randomly a little (while still being there to "catch") for each bounce, thus avoiding "steady state". I had it happen just now where the ball literally bounced in a precise vertical line 20 times, blowing 90% of the "pong mode" time. Also, it's more like "breakout" than pong I think. Wink

I second that...

ps. love insanity and the new levels..

All taken care of in 1.5, which I shall be uploading on Monday. Plus at least one more new level!
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timns
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« Reply #206 on: April 19, 2010, 09:09:39 PM »

Ok, 1.5 in place. Now 16 levels. Go get 'em!
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JavaJones
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« Reply #207 on: April 19, 2010, 10:36:48 PM »

Woohoo, first hit on level 1 = ball insanity! Off to a good start. cheesy

- Oshyan
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timns
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« Reply #208 on: April 21, 2010, 09:40:21 PM »

1.6 uploaded - one new level: my homage to video games of old  Kiss

When we get to 20 levels in place, I'll introduce the new scoring system. But in the meantime, does anyone have any requests or suggestions for level designs?

As you can see, I'm trying to make them more animated.
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mouser
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« Reply #209 on: April 21, 2010, 10:07:19 PM »

i have an idea for a new special ball type.. when activated you have a certain amount of time when you can draw bumpers on the screen.
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mouser
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« Reply #210 on: April 21, 2010, 10:13:31 PM »

question: what determines whether a colored bumper turns into a special ball? or is that a mystery i'm not supposed to be able to figure out?
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timns
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« Reply #211 on: April 21, 2010, 10:31:54 PM »

question: what determines whether a colored bumper turns into a special ball? or is that a mystery i'm not supposed to be able to figure out?

It's all to do with the colour of the bumper itself me old mate...  Thmbsup

Now: as to what TYPE of special ball - at the moment that is quite random, but it may be fun to have the player influence it somehow. Thinking cap on: thank you mouser.
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mouser
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« Reply #212 on: April 21, 2010, 10:46:14 PM »

sometimes purple are special balls.. but sometimes they are normal..
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kwacky1
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« Reply #213 on: April 22, 2010, 07:33:42 AM »

How about the ability to keep some 'specials' for later deployment.

For example, the big catcher is heaps better now, but it's not much fun in the early levels or when you've only got 1 red peg left to hit, it'd add a bit of strategy to keep it for times of need like your last shot with 2 pegs to go, or when you get a ball insanity bonus  Grin

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cranioscopical
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« Reply #214 on: April 22, 2010, 07:57:35 AM »

sometimes purple are special balls.. but sometimes they are normal..
Have you considered switching to Fruit of the Loom?
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Chris
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« Reply #215 on: April 22, 2010, 11:56:19 AM »

I agree with kwacky. One way or another I think the game needs ways to make it still more strategic and skill-based, and being able to save powerups for later is an interesting possibility.

As it is I find myself trying for the green pegs on almost every level straight off because I know my best chance of winning is getting a multi-ball of some kind, or assassin. Without either of those my chances are diminished significantly. I think it would be virtually impossible to make it through all current levels without losing once, and I think if that's true, it's not the best design. A game shouldn't *force* you to lose, you should always have the ability (IMHO) to get better at the game and thus pull off a win. While theoretically you could become an expert at predicting bounce mechanics and figure out the exact right angles to bounce all pegs and win, practically speaking it's virtually impossible. I find luck guiding my progress more than anything, and while that is fun when you do get good luck, very often you get no or even bad luck, and that's not so fun. Wink

Anyway, I keep playing this game, every time a new release comes out if not more often, so I *like* it. But at the same time it drives me crazy quite often. Wink

- Oshyan
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timns
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« Reply #216 on: April 22, 2010, 12:22:21 PM »

A thoughtful and useful comment there Mr JJ! Thank you. I'll do some thinking about what can be done to avoid relying on pure luck.
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JavaJones
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« Reply #217 on: April 22, 2010, 12:47:12 PM »

I have some thoughts and suggestions if you're curious. Wink

In fact, I think one of the things that would both make the game more enjoyable generally, and more accessible to all levels of players, would be to institute the "difficulty settings" I described in a previous post. I'm not sure how hard it would be, but just being able to vary the "average number of green pegs" per level would help a lot! Here's my previous post:
http://www.donationcoder....20943.msg192343#msg192343
You may notice I already mentioned the "store up powerups" idea back then, which I had actually forgotten about. Wink

- Oshyan
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timns
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« Reply #218 on: April 22, 2010, 12:53:49 PM »

Excellent stuff. I'll paste your comments into the top of my ideas list!
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mouser
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« Reply #219 on: April 22, 2010, 06:04:01 PM »

a way to avoid difficulty settings would be that each time you retry a level there is 1 added green bumper, etc.
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kwacky1
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« Reply #220 on: April 23, 2010, 07:45:47 AM »

a way to avoid difficulty settings would be that each time you retry a level there is 1 added green bumper, etc.

 Grin by the time you got to level 5 you'd have all green pegs  cheesy
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« Reply #221 on: April 23, 2010, 07:47:38 AM »

i meant that every time you fail a level and have to retry it, you get one extra peg, for that level only.
on next level it starts back at normal again.
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kwacky1
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« Reply #222 on: April 23, 2010, 07:54:14 AM »

 ohmy Oh No!

Just kicked off a game of 1.6, got a ball duo, immediately followed by an assasin.  Ball 1 was new iron ball assasin, Ball 2 was old school wussy assasin.  After the timer ran out, Ball 1 dropped off the screen but Ball 2 kept going strong, and then started orbiting the penultimate red peg to infinity and beyond.
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kwacky1
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« Reply #223 on: April 23, 2010, 08:15:10 AM »

 Thmbsup
Well done timns, level 15, 16 and 17 are my new favourites!  Kiss
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timns
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« Reply #224 on: April 23, 2010, 09:49:07 AM »

ohmy Oh No! (see attachment in previous post)Just kicked off a game of 1.6, got a ball duo, immediately followed by an assasin.  Ball 1 was new iron ball assasin, Ball 2 was old school wussy assasin.  After the timer ran out, Ball 1 dropped off the screen but Ball 2 kept going strong, and then started orbiting the penultimate red peg to infinity and beyond.


$#@#!!! , *&&^%^%&!!! and also $#%#$%#%#%$#$#$#$#!!!!!!!!!!

Ok I'll try and find out what happened. And thank you for the comments on the new levels!
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