Messofanego
Banned
HAHA
Has anyone else encountered a weird bug in the level editor where the elevators freak out when attempting to use them?
Yup, it juddered a bit but I was still able to use them.
Has anyone else encountered a weird bug in the level editor where the elevators freak out when attempting to use them?
anywya Toma, when are we getting a level from you?
Heyhey, where did that expectation come from.
I wanna see the results of all that SpaceChem mind training !
I am honestly interested in making levels deviously hard and then giving it to others to solve. Levels that seem unsolvable at first basically.
In that case you just found yourself a devoted tester :lol:
Tried the demo on Steam, and while it seems entertaining so far, I've got two questions:
1. How do I change the resolution after the first startup? I wanted to run fullscreen, but I accidentally clicked the wrong thing the first time I ran the game, with no obvious way to get back to the resolution selector.
2. How do I change my key bindings? Pressing Alt to bring up the circuit rewiring screen freezes the game (until I click back on it) and makes windows do a "ding", which gets old fast.
Main menu, below the "options" button there is a resolution option.
And you cant change the keybindings unfortunately.
Oh well. I guess I'll try the demo out some other time if the option's ever added in.
You can at least change the moving controls to the arrow keys. And bringing up the circuit rewiring screen is mouse scroll.
Game is great, but playing for about an hour every day I've completely lost track of the plot - I have no idea what's going on anymore or who half these people are haha.
is the developer commentary worth the extra cash, or should i just go for the standard version?
I can certainly appreciate what Tom Francis has set out to do with Gunpoint. On the whole I found everything worked smoothly and gave me a highly enjoyable experience but for being a puzzler I never found myself too stumped or challenged. With any luck the community will be able to dish out some real head-scratchers, or stages that allow for even more complicated and devious setups.
is the developer commentary worth the extra cash, or should i just go for the standard version?
YES, if you're interested in the development of the game from day 1 and why it took 3 years to make. All the stuff that isn't covered on his blog. Nearly 42 minutes making of.
42 minutes making-of video? (<-also is that worth it?)
or 42 minutes of commentary?
42 minutes making-of video? (<-also is that worth it?)
or 42 minutes of commentary?
There are 45 commentary tracks but they all range in length from very short to not very long still. There is a separate file which is a 42 minute making-of feature. The making-of however is only available in the Exclusive Edition.
Fixed some issues with my first level and made it more difficult.
https://www.dropbox.com/s/rsx2hzarznvzjqu/MorporkFirstV2.lvl
Second level: Fallguy
Thanks! I agree that the main game wasn't especially taxing so I tried for something different with Fallguy.Good job on Fallguy. It was more challenging than any of the campaign levels in the main game. My first time through I ended up getting stuck in the room with the computers behind the vault door.
Now that was cool ! Nice use of the guards.
My only cpmplaint, unless I missed something is thatyou can get trapped in the hack room if you killed the Pro in the motion sensor room? That's what happened to me. I could have done it if I hacked only one terminal, which I guess is enough in the editor anyway.
Level was pretty fun dude, keep it up.
Nice timing puzzle with the drop floor and I liked they way you used the alarms.
So other than the three levels that has been posted in this thread, I can't find any user-made levels anywhere else online! Hmm... what would be the best way to go about this? Since the game was #1 on Steam there for a while, I thought that we'd be seeing an initial outpouring of user levels by this time.
I'm gonna dive into the editor tomorrow and see if I can whip something together.
Yea this game *needs* steam workshop support.
Great thread, great .gifs (hard g). I added this to my wishlist and downloaded the demo after seeing the GB quicklook, but I'm going to go home and buy it now and forget about even trying the demo.
That's this evening taken care of!
Finally finished my level:
Cheque Pointe: (v 1.5): http://goo.gl/dHcNd
Changes: (v 1.5) Fixed a misplaced tile. Also added a way to get out of an impossible-to-complete situation if you choose ultra-violence. Save for being shot and killed, there is always a way to complete the level.
Put the game in your cart but then play the demo anyways just for the chunk of dialog at the end of the playable area.
It's worth it.
Fun level, the yellow switch room was pretty tricky. I ended up getting stuck in between one of the green trap doors though and had to restart.
I could be missing it because I'm too close to it, but I think there is a way out of being trapped there.Did you try wiring lights?
No I didn't. But there was only a red light in there...is there a way to link red lights with other colored links?
(I'm assuming you were stuck on the floor with the batteries) You can rewire the light so the guard hits the switch for the green trap doors.
well I kinda knocked everyone out at that point
Anyways, I beat it...the timing for the last trap door was pretty crazy, took me several tries.