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FPSC Classic Work In Progress / Plystire's Would-Be Puzzle Comp Entry (Not-so WIP)

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Plystire
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Location: Staring into the digital ether
Posted: 7th Feb 2009 00:16 Edited at: 7th Feb 2009 01:54
Alright, I promised people that I would upload my entry to the WIP board after the contest was over.

Many of you probably wanted me to enter, but I really didn't want to alter the game to make it acceptable. I repsected the judges' decision and so simply withdrew.

There are a lot more than just 5 "rooms" to this game and yet the fifth challenge was never completed... in fact, it was barely started.


Title: BETA

Things to expect in the puzzles:
- Pressure sensitive buttons
- Red Light / Green Light puzzles
- Item "alters"
- Shoot to activate switches
- Unique boxes

Things I had planned but never put in:
- Difficulty setting
- "Sticky" boxes to be used for climbing up walls

Things I had planned for the last challenge:
- "Lemming" robots to assist you in puzzles
- Warp chamber puzzle
- More puzzles that would require the unique boxes (Including the "purple box" that was never used... also called the "Anti-Grav Crate" lol)


[DOWNLOAD HERE]
The download is roughly 37 MB


I hope no one gets stuck in there... I put up a LOT of signs to give you clues on how to beat certain parts.

One thing I'll mention is that if you choose, it is possible to leave every chamber with an extra crate to be used in the next challenge. (For the Hard difficulty, I wanted to make it required to go back into challenges and "farm" boxes that you would need )


Please enjoy and let me know what you think!

***********************************
You may use any alternate textures found in this download, and you may also use any of the scripts I made.
***********************************


The one and only,


Plystire
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Posted: 7th Feb 2009 00:23
Screenshot so it doesn't get locked


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muggins majik
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Posted: 7th Feb 2009 05:21
Many thanks!!
Apple Slicer
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Location: Oregon, in the rain...
Posted: 7th Feb 2009 05:51 Edited at: 7th Feb 2009 06:17
Awesome.

EDIT: The first challenge was very confusing. (With the boxes). I though you had to block the door and get through. I guess I was over looking. I loved the lift thing. I really want to know how you did that. I quit after fifteen minutes of the darn red light green light puzzles.(After the lift) I feel like an idiot.

Till Thy Migration Come...
http://pretzelgames.webs.com/pretzel%20games%20tgc%20forum.jpg
Mr Bigglesworth
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Posted: 7th Feb 2009 07:06
Sweet.

WabbaJack!
Plystire
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Posted: 7th Feb 2009 07:39
@Apple Slicer:

Ah, right, I didn't put a sign in that room for the solution, lol.

For the red light green light puzzle the solution is:


If you mess up on any of the light puzzles, there will be either a reset switch or a pink button nearby to reset the puzzle for you.


Was anyone able to finish the game by chance?


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AlanC
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Posted: 7th Feb 2009 08:16 Edited at: 8th Feb 2009 22:11
Sounds pretty cool Plystire

dumpus
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Location: Canada, eh?
Posted: 7th Feb 2009 08:39 Edited at: 7th Feb 2009 08:39
I made it to the fourth puzzle, but I gave up. Very addicting, though! Loved the lifts inbetween the rooms, nice touch.

The game ran a tad slow, but that's really my only complaint. Well done!

*This post will self-destruct in 10 seconds.*
Plystire
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Posted: 7th Feb 2009 09:36
@Retro Gamer:

Sounds cool? Did you play it?



@dumpus:

Yeah, the entire place was originally going to be the sci-fi segments, but they were a bit high poly and lagged the 4th and 5th rooms really bad, so I changed them to that other segment.

I'm glad you liked it! What was it about the fourth room that you gave up on?


The one and only,


dumpus
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Posted: 7th Feb 2009 17:34
Well, I made it quite far
, but I really wasn't sure what to do afterwards. It was nearing 1 in the morning anyhow.

*This post will self-destruct in 10 seconds.*
CoffeeGrunt
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Posted: 7th Feb 2009 19:54
Played it, here's my review:

Signs are good, remind me of Portal,
Lightmapquality is very low,
Voice is well done, and again, seems quite Portal-esque,
Sound effects are suited to a robot, well done there,
Insane amount of lives lol, 100 would be better,
Possibly make time lying down when dead less to be less annoying,
Slight lag, recommend not using sci-fi lab segments,

Here's a puzzle-by-puzzle review, for as far as I got...



"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
Plystire
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Posted: 7th Feb 2009 22:59
@dumpus:

Awesome, you were almost done then!


@CG:

Thanks for the detailed review.

It's definitally not quality, that's for sure, but I'm glad you paid attention to details, lol.

The light puzzle that you got stuck on has the answers on signs in the room (Down below on the wall when you gotta build up) (I made sure to put the answers to those around, since I know they can be quite frustrating)


The one and only,


CoffeeGrunt
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Posted: 7th Feb 2009 23:10
Gahh! I'll try again later lol...

"Give a man a fish, and he'll eat for a day. Give a man a fishing rod, and he'll break it up into firewood...or swap it for a fish."
-Frankie Boyle, on Mock the Week
AlanC
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Posted: 7th Feb 2009 23:35 Edited at: 8th Feb 2009 22:11
edit

Plystire
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Posted: 8th Feb 2009 00:28
Sounds good, CG!

Retro Gamer, if you're talking about my avatar avatar, it's just a gif I found laying around across the web, not sure where it came from originally. If you're talking about the dragon, it's not a neopet, it's from a beta site, click it to see.


Has anyone been able to make it all the way through? So far, dumpus has made it the furthest.


The one and only,


Apple Slicer
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Posted: 8th Feb 2009 00:57
Them darn red light green light things are really ticking me off.

Ill try again a little later.

Till Thy Migration Come...
http://pretzelgames.webs.com/pretzel%20games%20tgc%20forum.jpg
dumpus
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Posted: 8th Feb 2009 01:29
Haha, makes me want to play it the whole way through.

Also, there was an occasional "stutter" in the gameplay...were you loading/unloading entities? I would assume you had to, because it was such a large level.

*This post will self-destruct in 10 seconds.*
Plystire
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Posted: 8th Feb 2009 01:36
Sorry, nope, I wasn't loading or unloading entities at all on the fly.

That stutter was an autosave. I had put it in earlier to try out a workaround to some of the bugs I encountered... but then I found even more bugs from the "workaround" i tried, so I took it out and just left it with checkpoints. Surprisingly, most of the bugs eliminated themselves when I built the game.

I meant to remove the autosave, but i guess I forgot and never got around to it.


The one and only,


daarboven
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Posted: 8th Feb 2009 14:30
I liked the puzzles, especially the light puzzle thingie, and that you have some learning curve, which adds to the gameplay. but after using up about 72 lives on that
I gave up on it....

I am Jacks complete lack of surprise.
s4real
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Posted: 8th Feb 2009 17:21
Nice work on this ply,good use of scripts and a simple format that works great.

I got so far but then got stuck so then gave up lol.


best s4real

Plystire
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Posted: 8th Feb 2009 19:52
@daarboven:

Glad you liked it!





@s4real:

Thanks! Out of curiosity, which parts did you get stuck at?


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daarboven
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Posted: 9th Feb 2009 11:06
Quote: "Sorry that you didn't like the jumping."


you could always do a tutorial on the light thingie and I'll be a happy camper again

Now serious do you plan to teach us the scripting aspects of your game as I found them well thought out AND well done!

I am Jacks complete lack of surprise.
Plystire
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Posted: 9th Feb 2009 13:06 Edited at: 9th Feb 2009 13:08
You can find the scripts for them in the scriptbank.

Basically, each light puzzle has a "Controller" entity that handles everything.

When you step on one of the lights (each are set up as a triggerzone), they activate the controller script with their number. The controller script then activates certain lights based on which number it's been activated with.

For example, let's assume the follow is a puzzle:
1 2 3

Where each number is a light on the ground. If the player stepped on light #1, that light's script would activate the controller script with a "1". Same goes for the others except they'd activate it with a 2 or a 3.

The controller unit take in the number and it's been programmed to activate light 1 & 2 if it's been activated with a 1. It'll activate 1,2 & 3 if it's been activated with a 2 (Since it's in the middle). And it'll activate 2 & 3 if it's been activated with a 3.

Now every light in the game works like this:
- Either start off as on or off (red or green)
- If activated... alternate between them.
- If green, increment a variable.


Here's the tricky part... For each puzzle there is ALSO a "Scoring Entity", which handles the task of determining whether or not the puzzle is "finished".

As I said just a moment ago, when a light is turned to green, it increments a variable. The scoring entity checks this variable for if it is equal to the number of lights in the puzzle. If there were 14 lights in the puzzle then the variable would need to be equal to 14 for it to be finished.

After the Scoring Script has finished checking for a completed puzzle, it resets the variable back to 0 for a recount.

Now, the scoring entity is also the one that opens/closes the doors when the puzzle is completed or not (or even UNcompleted lol) by activating it's IfUsed.


There.. that about does it. Each puzzle had it's very own unique Controlling and Scoring scripts.


Hope that made sense, the pressure buttons worked just about the same way for determining if a door should be opened or not.



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daarboven
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Posted: 9th Feb 2009 15:41
Thanks a lot plystire I'll try to get my head around that!!!

I am Jacks complete lack of surprise.
General Jackson
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Posted: 18th Feb 2009 23:10
what do ya do in the first puzzle? i dunno what im supposed to do.

It is well that war is so terrible or we should grow too fond of it- Robert E Lee
Plystire
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Posted: 19th Feb 2009 07:49
@The Shooter:

Look at the signs, they give you hints.


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Asteric
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Posted: 19th Feb 2009 14:29
It was real great ut there were a couple flaws, like when you walk on to the lift after challenge 1, it killed me and i had to restart the game, the green orb part also caused me to restart the game, as after you collect the green orb and walk out of the door, the panel on the floor which must be a trigger zone activates and the door closes, forcing you back in, just thought id point these out.

Plystire
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Posted: 20th Feb 2009 01:36
The chamber that closes and opens doors is a toggle, just leave and go back in and the right door will open.


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Asteric
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Posted: 20th Feb 2009 01:51
No, i mean i was in the room where you get the purple orb, and i walked slightly past the door, which caused the toggle to activate, causing the door to close and lock me inside

Plystire
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Posted: 20th Feb 2009 14:25
Hmmm, that's not good.

I guess you should just walk full force into there to keep it from popping you back in.


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Asteric
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Posted: 20th Feb 2009 14:46
Yeah i know, just thought i'd point it out

General Jackson
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Posted: 22nd Feb 2009 21:19
i already figured it out cuz i hadnt known how to pick up boxes then i figured it out.

It is well that war is so terrible or we should grow too fond of it- Robert E Lee

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