"Untrusted" the game
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For the level 13 robot maze, I used the [spoiler]phone callback to cycle the player thru a set of four colors. The robot translates the player color to a direction. So hit Q to set color/direction, then R to move in that direction until time for a new direction.[/spoiler]
Yup, same here.
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Mine used [spoiler]map.overrideKey() to fire a couple horizontal missiles from the left when left-arrow was pressed.[/spoiler]
Ew, at least use phone callback! [spoiler]Said the guy with the anti-missile-shield across the map to not be hit[/spoiler]
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How do you solve the "river with no raft" level? I ended up with [spoiler] player.KilledBy(functionThatDoesntExist());[/spoiler],which worked, but I'm not sure it was the intended solution.
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I did the same thing, but like every True Polish Programmer, I wrote it as [spoiler]
player.killedBy(dupa);
[/spoiler].
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How do you solve the "river with no raft" level?
[spoiler]
i created a new dynamic block type called bridge that i could walk on and covered the river with them. next playthrough i think i'm going to look into spawning a teleporter.
[/spoiler]
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I did this once. It's tricky because you cannot get at the objects you're placing for SetTarget.
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I did this once. It's tricky because you cannot get at the objects you're placing for SetTarget.
it's doable.
another favorite of mine is
[spoiler]
there are certain game objects that persiste between levels. you can hang various objects/functions off them to have them persist between levels.... :-D
[/spoiler]
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Cheater.
Though I keep abusing
map
to keep state between callbacks, so guess we're even.Now I'm on 16 (teleports and traps), and have no idea how the canvas is supposed to help me here...
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Now I'm on 16 (teleports and traps), and have no idea how the canvas is supposed to help me here...
Here's a hint: check the API documentation for new methods.
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Ew, at least use phone callback!
Didn't want to go pick it up.... Pew, pew, right away.
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Now I'm on 16 (teleports and traps), and have no idea how the canvas is supposed to help me here...
I handled that by [spoiler]drawing lines between connected teleporters, but not between teleporters and mines[/spoiler]
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I handled that by [spoiler]changing the color of teleporters that were connected to traps[/spoiler]
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Now I'm on 16 (teleports and traps), and have no idea how the canvas is supposed to help me here...
@PleegWat, @ben_lubar - those are both good, better than mine, I [spoiler]changed the teleporters that pointed to traps to have an empty target, as in t1.setTarget();. It's ugly, you get an error msg printed when you go into one, but it keeps running. But I like Pleeg's lines, that way you know where you're going.[/spoiler]
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IIRC, I started with @PleegWat's approach but ended up [spoiler]connecting all the teleporters to the teleporter closest to the exit[/spoiler].
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I spent a while [spoiler]making it colour teleporters that linked to other teleporters, but when I came to run the level, a teleporter in the first segment took me straight to one in the exit segment.[/spoiler]
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True Swampies know the benefits of Random Random!
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