Staredit Network > Forums > Games > Topic: Humble Indie Bundle
Humble Indie Bundle
Dec 15 2010, 6:58 am
By: Lanthanide  

Jan 10 2011, 9:29 pm Lanthanide Post #21



They didn't elaborate in the article I read.



None.

Jan 10 2011, 9:37 pm The Starport Post #22



Well they did release it open source... maybe I could mod it? :awesome:



None.

Jan 11 2011, 9:15 am Lanthanide Post #23



Well, I finished Osmos. I worked out what my problem was - I was too impatient, so I played the force levels at maximum speed and never slowed it down. This meant I often over-compensated for making moves, and wasted too much mass on manoeuvring, or over-shot my destination by too much. This also helped a lot: http://www.hemispheregames.com/2010/02/03/osmos-rage-part-4-roadside-assistance/

I finished the final attractor one in about 5 attempts, and the 2nd epicycle one with another 7-8 attempts. The final one took me about 10 attempts, but I did get a lucky spawn with lots of 'large' motes nearby on the starting attractor, which made the start of it pretty fast-going when I had to re-do it.



None.

Jan 14 2011, 9:57 pm O)FaRTy1billion[MM] Post #24

👻 👾 👽 💪

Quote from Lanthanide
I got up to the 3rd/4th levels of the factory and got a bit sick of it, especially for the longer levels. You can have a really great solution going, and make one little mistake and fuck the whole thing up, and have to start again.
That's why there are those little glowing bugs to undo a few moves ...



TinyMap2 - Latest in map compression! ( 7/09/14 - New build! )
EUD Action Enabler - Lightweight EUD/EPD support! (ChaosLauncher/MPQDraft support!)
EUDDB - topic - Help out by adding your EUDs! Or Submit reference files in the References tab!
MapSketch - New image->map generator!
EUDTrig - topic - Quickly and easily convert offsets to EUDs! (extended players supported)
SC2 Map Texture Mask Importer/Exporter - Edit texture placement in an image editor!
\:farty\: This page has been viewed [img]http://farty1billion.dyndns.org/Clicky.php?img.gif[/img] times!

Jan 14 2011, 10:03 pm Lanthanide Post #25



Yes, a 'few moves' was the problem. If you were working on a solution and had to use a couple of them, and then it turned out the whole thing was crap and you only had 3 bugs left but really needed 5 to get back to a reasonable point, you were screwed and had to start the whole thing over. If it was unlimited undoes there'd have been no problem.

The one I was stuck on for a while was 'boney's love story' or something, with the strange frog and the first level where you got the bone goo-balls. Once I realised that you could detach and move the bone goo-balls from where you previously had them, it became much easier. The other one was where you had the bomb suspended from the ceiling and had to blow up both walls to get to the pipe - I realised what the trick to it was after a while, but for some reason I just couldn't see it initially, I thought you had to make some sort of brace system, instead of just a single suspending rope of goo.

Overall World of Goo was actually pretty easy and not much of a challenge.



None.

Options
  Back to forum
Please log in to reply to this topic or to report it.
Members in this topic: None.
[02:00 pm]
NudeRaider -- You are undead, why wouldn't you and your creations (GPTP) exist as (in) graves? I don't get why this needs fixing.
[01:58 pm]
UndeadStar -- I don't know in how many people imagination me and/or my GPTP existed as graves, but this will finally be fixed now that I've made the online code available
[10:26 am]
NudeRaider -- I can't say but it sounds plausible. You'd still have the problem with the palette.
[10:25 am]
Oh_Man -- it's not like the pixels themselves are inherit to one tileset or another.
[10:24 am]
Oh_Man -- Couldn't you redefine all the tiles from the other tilesets to be read as part of just one tileset instead of multiple perhaps
[10:16 am]
NudeRaider -- *make new tiles
[10:15 am]
NudeRaider -- The map structure only ever recognizes one tileset at a time. So you'd have to define your own map format then make an .exe that can load such files. I don't think it's ever been done; it sounds like a lot of work. What's commonly done with modding is creating a new tileset. Then you decide which tiles go in there. You can also make new ones. You will probably also have to create a new palette as the different tilesets share only part of their colors. Finally entering speculation territory you could maybe use EUDs to dynamically change the graphics of certain tiles. Not sure if it's possible, but if it is, you better make a topic for it.
[04:11 am]
O)FaRTy1billion[MM] -- no, that's not a thing you can do without modding the game
[03:56 am]
youarenotworthy -- I forget, did starforge ever allow you to mix tilesets?
[03:44 am]
O)FaRTy1billion[MM] -- use scmd or NudeRaider
NudeRaider shouted: You are right, however, in that the Remastered *graphics* are just a skin are interchangeable, even midgame. Skinability being another new functionality. Anyways, for tools that rely on the original mpqs you will have to obtain a legacy version of sc.
Please log in to shout.


Members Online: Roy, Arkanis