Tower Quest 0.10 [WIP]

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Roland_Yonaba
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Re: Tower Quest

Post by Roland_Yonaba »

jonyzz wrote:I've made some progress and here is the new version tower-quest-0.05.love.
Enjoy! :ultrahappy:
And I did! You brought good changes to this.
Thanks sharing and keep up the good work!
jonyzz
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Re: Tower Quest

Post by jonyzz »

Inny wrote:The number one difficulty I had was figuring out the solution, and then having to replay levels over and over until I was able to get through without accidentally nudging a crate half-way as I was walking past it, blocking my future movement. I gave up in frustration on the last room of the first floor because of this.
It seems that this is common problem. I was thinking about the following solutions:
  1. Make the character move over full tiles instead of half tiles. This would reduce the probability of accidentaly pushing object you don't want to.
  2. Add undo key to revert your last action. Problem is that this can't be based on player moves (there are other entities, like enemies, moving on their own), so it has to be time-based (for example: reverting game state 10 seconds to the past).
  3. Add quick save/load keys to store/restore game state.
I like the 3rd option, so I'll probably implement it in the next version, but if anyone disagrees or has a better idea, I'll consider it.
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Inny
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Re: Tower Quest

Post by Inny »

jonyzz wrote:Make the character move over full tiles instead of half tiles. This would reduce the probability of accidentally pushing object you don't want to.
I like this option the most, personally, though what you could probably do that would work is limit the angle that players are allowed to push blocks from. Assuming that all pushable blocks are a full tile wide, then simply don't allow the player to push blocks unless they move to be completely on a full-tile. If they're half-way between tiles, then disable pushing blocks. That would probably be enough to stop accidental pushes.
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tv_user
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Re: Tower Quest

Post by tv_user »

Great job, I really like this kind of puzzle games! Congratulations!
But I must say I agree with what's been said about limiting the player movement to full tiles - it would be much more intuitive and make accidental pushes less likely.
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jonyzz
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Re: Tower Quest

Post by jonyzz »

A new version is here tower-quest-0.06.love. I made some changes based on your feedback and added new content. I hope you'll like it :ultrahappy:.

Changes:
  • Added quick save/load keys and menu options.
  • Added 8 new levels.
  • Added title for each level.
  • Added game ending message.
  • Half-tile movement changed to full-tile.
  • The "continue" menu option starts the highest reached level (not first level of the highest reached floor).
  • Lowered volume for some sounds.
  • New objects: arrow tiles, water, trap.
  • Fixed handling of newline characters when loading level.
  • More error checks when loading level.
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Roland_Yonaba
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Re: Tower Quest

Post by Roland_Yonaba »

Tremendous!
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tv_user
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Re: Tower Quest

Post by tv_user »

I love it!!! Retro graphics always make me happy somehow...Ahh, old times...
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LÖVEing each day...
jonyzz
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Re: Tower Quest

Post by jonyzz »

Thanks for the support ^^.
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felix24
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Re: Tower Quest

Post by felix24 »

this is coming along really nice ^^ i'm stuck on the third room though lol :roll:
keep up the great work!
jonyzz
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Re: Tower Quest

Post by jonyzz »

Small update tower-quest-0.07.love.

Version 0.07 changelog:
  • Added 4 new levels.
  • New type of enemies: skull, armor.
  • Fixed several bugs in save/load mechanism.
I'm afraid this will be the last version for a while, because I'll be really busy during the next few months.
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