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Chaco
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icon Re: An Architect's Tutorial (0)  
It looks like you've put a required room behind the blue door, so we can't finish your tutorial, unfortunately :?

There's also a couple of spelling mistakes:

1W: "minimslistic" -> minimalistic
"unparralleled" -> unparalleled

Also, I noticed you only used the neutral mood for Beethro. This makes Beethro's "Yay!" sound kind of bitter towards Hartleyhair, which I'm assuming is not your intention :)

Anyway, it was a pretty easy and short tutorial to go through. I didn't have any trouble solving any of the rooms.

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08-31-2007 at 04:08 PM
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Jacob
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File: Jacobs Tutorial.hold (5.2 KB)
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icon Re: An Architect's Tutorial (0)  
OK, try this one.

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08-31-2007 at 05:59 PM
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goldenferret
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Yey! More! More! :thumbsup
Thanks, Jacob. Hartleyhair.

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08-31-2007 at 06:04 PM
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hartleyhair
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Chaco wrote:
It looks like you've put a required room behind the blue door, so we can't finish your tutorial, unfortunately :?

There's also a couple of spelling mistakes:

1W: "minimslistic" -> minimalistic
"unparralleled" -> unparalleled

Also, I noticed you only used the neutral mood for Beethro. This makes Beethro's "Yay!" sound kind of bitter towards Hartleyhair, which I'm assuming is not your intention :)

Anyway, it was a pretty easy and short tutorial to go through. I didn't have any trouble solving any of the rooms.

It wasn't meant to be difficult... I'll fix those as soon as I'm on my DROD PC...

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08-31-2007 at 07:42 PM
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hartleyhair
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icon Re: An Architect's Tutorial (0)  
Right, done :)

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08-31-2007 at 08:05 PM
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Jothki
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Jacob, your tutorial messes with the orientation of the eyes a room before it talks about turning them into a puzzle.
09-01-2007 at 09:17 AM
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goldenferret
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Very interesting, VIPCOOL. And don't worry, I already fixed the blue stairs bug in HH's tutorial when I copied it into the compilation.

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09-01-2007 at 04:56 PM
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hartleyhair
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No, but my Hold also had spelling errors. Please use my updated version.

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09-01-2007 at 05:22 PM
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Jacob
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Jothki wrote:
Jacob, your tutorial messes with the orientation of the eyes a room before it talks about turning them into a puzzle.
I'm not particularly concerned about this, but thanks for pointing it out.

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09-01-2007 at 06:15 PM
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Syntax
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hartleyhair wrote:
No, but my Hold also had spelling errors. Please use my updated version.
Just thought I'd mention it that if this goes to promotion with the HAs, spelling mistakes will get checked anyways... we have a way of looking at all the text in a hold without playing it so it's quite a painless process.
09-01-2007 at 09:14 PM
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goldenferret
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No, no, it's about architecture so it stays there. :)

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09-02-2007 at 12:24 AM
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Chaco
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I'd like to know what you found wrong with my tutorial. Did you like the first iteration in Quarce East, where the room was really easy? Did you not like the lighting? Do you think I skipped something in my presentation that I should have addressed?

I think I did a better job than you might be giving me credit for by including my tutorial in a sweeping statement accusing all five tutorials of being terrible. But since you're more qualified to tell me whether my tutorial was useful or not, I'd love to have your feedback. :)

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Quick links to my stuff (in case you forgot where it was):
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12-26-2007 at 02:10 AM
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Chaco
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icon Re: An Architect's Tutorial (0)  
Thanks for your feedback.

Yes, there is a lynchpin to Quarce East that I admit I had withheld from the player - and that is that if you stand in the Stalwart's path he is smart enough to pathfind around you, and indeed go southwest/southeast (where his sword, facing some southerly direction, will then start contacting the crumbly walls)

Perhaps I should try something like this again someday.

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Quick links to my stuff (in case you forgot where it was):
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12-26-2007 at 02:26 AM
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Jacob
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Nuntar wrote:
Jacob's was the worst offender -- "Here's a widget that does this!" "Yes, but how does it work? How would I come up with an idea like that? What if I need a widget for my room and don't know how to design one? This is meant to be a tutorial, why haven't you helped me?......."

I'm not sure what the offense I'm accused of here is.

I described how I designed a room by improving and elaborating on a simple puzzle (I wouldn't really call it a widget as the first room is a puzzle in its own right - it just wouldn't make for an interesting room as it is).

This is what I set out to do, and in the process I made a series of rooms that work as puzzles in their own right (and are hopefully of some fun to play).

So the value of this, if any, is in giving people ideas on how to expand a simple idea into a more complex and challenging room. It's how I often go about doing that, but obviously it doesn't have to be how anyone else does.

I don't know how I could, or why I should, be expected to teach how to come up with "widgets". My advice for that, since you ask, would be: "Read some of the good documentation on designing rooms found on the site", "Use one of Calamarain's idea generators", "Play existing holds" and/or "Play about with the elements until you find an interesting interaction you can base a puzzle around".

I have no idea what a hold that teaches you how to design widgets would even involve. OK, I haven't helped you, but what exactly do you want?

Finally, where's the fun in explaining how to complete all the rooms?

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New to DROD? You may want to read this.
My Holds and Levels:
Click here to view the secret text

12-27-2007 at 12:37 AM
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