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robin
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And...
Getting eaten by an Adder ;)

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[Last edited by robin at 05-04-2013 08:13 AM]
05-04-2013 at 08:12 AM
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mrimer
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robin wrote:
And...
Getting eaten by an Adder ;)
Ah, yes! Forgot about that one. And dropping them off of a platform. So, there are a lot of ways to handle these guys.

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[Last edited by mrimer at 05-04-2013 03:21 PM]
05-04-2013 at 03:20 PM
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The spitemaster
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I think they are too easy. Is there a hard mode coming out with TSS?

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05-04-2013 at 08:00 PM
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mrimer
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The spitemaster wrote:
I think they are too easy. Is there a hard mode coming out with TSS?
That's an interesting question. I'm already finding TSS hard enough. But then, I'm not high in the rankings, so it might not mean much :)

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05-04-2013 at 08:44 PM
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Banjooie
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Speaking of that, Mrimer, when's that alpha coming out? :P
05-04-2013 at 10:05 PM
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OneMoreNameless
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The spitemaster wrote: I think they are too easy. Is there a hard mode coming out with TSS?
Feature Request: blind DROD mode. You're allowed to observe the room normally as you enter it, but after making your first turn the screen goes blank and quiet until you've solved it. And you're not told if you've died or not. And you can't manually reset or undo. And screamer videos play at random intervals.
05-04-2013 at 11:36 PM
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mrimer
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OneMoreNameless wrote:
The spitemaster wrote: I think they are too easy. Is there a hard mode coming out with TSS?
Feature Request: blind DROD mode. You're allowed to observe the room normally as you enter it, but after making your first turn the screen goes blank and quiet until you've solved it. And you're not told if you've died or not. And you can't manually reset or undo. And screamer videos play at random intervals.
Okay, buddy, you've just lost most of your credibility as someone who cares about how this game turns out :P

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05-05-2013 at 02:11 AM
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Banjooie
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I dunno

I would take that over, say, serpent manipulation.

Edit:

Also, notably, that's literally what one of the bar puzzles was.

Like, you had to put in all your moves, beforehand, no reset, no undo. Remember, the thing you had to get the Really Big Swords to do?

[Last edited by Banjooie at 05-05-2013 03:32 AM]
05-05-2013 at 03:29 AM
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icon Re: Discuss the new TSS features (+3)  
Aren't they just the cutest widdle guys?

I :wub :toohard Gentyii


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[Last edited by Seth at 05-17-2013 05:59 AM]
05-17-2013 at 05:57 AM
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mrimer
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I highly endorse everyone using this in their sig. Share with all your friends! :)

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05-17-2013 at 06:04 AM
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The Architest
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So, DROD Pacman? :)
05-17-2013 at 01:30 PM
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icon Re: Discuss the new TSS features (+2)  
The bar is at 60%, and it's time to reveal a new room element that's going into TSS.

Floor spikes

Simple, functional and deadly. Floor spikes poke out of the ground every ten turns and stab anything situated there. The stab effect happens instantaneously at the end of the turn. They are surprisingly versatile for making puzzles.



You can see one of the new room styles in this image. The ambiance will be great.

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 06-05-2013 08:06 PM]
06-05-2013 at 07:55 PM
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west.logan
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That's a neat idea.

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06-05-2013 at 08:13 PM
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Dischorran
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But can we still have the timer spikes?

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06-05-2013 at 08:39 PM
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rman
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I hope you’ve got many more of those new features in store, and you’re not going to spoil them all over the course of the remaining 39.75%. I’d surely prefer to learn about them while actually, you know, playing the game. No offense.

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[Last edited by rman at 06-05-2013 08:51 PM]
06-05-2013 at 08:51 PM
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Kwerulous
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I love the look of that new room style!
06-05-2013 at 08:58 PM
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Schik
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rman wrote:
I hope you’ve got many more of those new features in store, and you’re not going to spoil them all over the course of the remaining 39.75%. I’d surely prefer to learn about them while actually, you know, playing the game. No offense.
Might I recommend not reading the "Discuss the new TSS features" thread? :)

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06-05-2013 at 09:09 PM
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west.logan
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...but Schik, that requires all kinds of self-control! :~(

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06-05-2013 at 09:15 PM
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gamer_extreme_101
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Good hint - click on the folder icon, and then click the "Ignore this Topic" option. From there, you won't see the topic turn red and can happily avoid all these spoilers.

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06-05-2013 at 09:19 PM
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mrimer
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rman wrote:
I hope you’ve got many more of those new features in store, and you’re not going to spoil them all over the course of the remaining 39.75%. I’d surely prefer to learn about them while actually, you know, playing the game. No offense.
You've gotta be kidding me. I am indeed HIGHLY offended that someone reads a spoilers thread and then complains that it contains spoilers. :nowwhatkindofsmileyshouldiputhere

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 06-05-2013 09:40 PM]
06-05-2013 at 09:34 PM
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mrimer
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Oh...and there are many new features. If you're still reading this, chances are you're in danger of having some of them spoiled for you at some indeterminate time in the future. Probably not all of them :P
Dischorran wrote:
But can we still have the timer spikes?
What are the timer spikes again?

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Gandalf? Yes... That's what they used to call me.
Gandalf the Grey. That was my name.
I am Gandalf the White.
And I come back to you now at the turn of the tide.

[Last edited by mrimer at 06-05-2013 09:41 PM]
06-05-2013 at 09:38 PM
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mrimer wrote:
Oh...and there are many new features. If you're still reading this, chances are you're in danger of having some of them spoiled for you at some indeterminate time in the future. Probably not all of them :P
Dischorran wrote:
But can we still have the timer spikes?
What are the timer spikes again?

He must be confused. The new element you revealed is clearly:

a) Timed
b) Spikes

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06-05-2013 at 10:00 PM
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I think he's talking about the patience traps.

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06-05-2013 at 10:20 PM
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mrimer
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Pearls wrote:
I think he's talking about the patience traps.
I was going to wait a while before springing that on him.

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06-05-2013 at 10:26 PM
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Can the spikes be raised/lowered at will by using "Activate item at..."?

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06-06-2013 at 01:24 PM
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Two questions one comment (cue "Lovers Theme" by Hervé Roy):

Q0) Can spikes be scripted to rise on the same turn by event rather than following a pattern? Specifically, can spikes be scripted to rise at the end of the same turn in which creatures appear? (This would be a good solution to the very annoying 'can't ensure the room gets clear with stuff so I guess have some black doors everywhere' issue.)

Q1) If spikes are present on turn 0 then you would immediately die if a room entrance put you on spikes, correct? (I think this is actually a useful feature...)

C0) Any chance we might have a pit that you are permitted to walk upon, which acts as an exit? This can't be easily scripted because you can't walk on pits normally, and custom pit would be hard to make it look right without permission to copypasta.

(Edit: I think you can see the potential relationship between Q1 and C0 even if you haven't played PSII.)

Also please no spoilerybabblesquawks I want 5 to be a surprise! I happened to accidentally the whole spikes part but I am still successfully avoiding everything else for now.

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[Last edited by Trickster at 06-06-2013 07:09 PM]
06-06-2013 at 07:08 PM
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mrimer
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Trickster wrote:
Q0) Can spikes be scripted to rise on the same turn by event rather than following a pattern? Specifically, can spikes be scripted to rise at the end of the same turn in which creatures appear? (This would be a good solution to the very annoying 'can't ensure the room gets clear with stuff so I guess have some black doors everywhere' issue.)
Not really. I'll have to refrain from saying anything else, or otherwise I'll be revealing new spoilers prematurely.
Q1) If spikes are present on turn 0 then you would immediately die if a room entrance put you on spikes, correct? (I think this is actually a useful feature...)
No. Spikes rise every tenth turn, not on the zeroth turn. (But, heh, I think I see where you're coming from. It's CS geeks like me that would think of "zero" as a tenth occurrence of something.)
C0) Any chance we might have a pit that you are permitted to walk upon, which acts as an exit? This can't be easily scripted because you can't walk on pits normally, and custom pit would be hard to make it look right without permission to copypasta.
This seems to be a question, not a comment. You'd have to be a flying entity to move over a pit.
(Edit: I think you can see the potential relationship between Q1 and C0 even if you haven't played PSII.)
Sorry, no, I'm not sure what you're getting at.
Also please no spoilerybabblesquawks I want 5 to be a surprise! I happened to accidentally the whole spikes part but I am still successfully avoiding everything else for now.
Uh...if I understand what you're saying here, you're another one of Those People posting in a spoilers thread and asking that people don't spoil things here? Well, I tried my best.

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Gandalf? Yes... That's what they used to call me.
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I am Gandalf the White.
And I come back to you now at the turn of the tide.
06-06-2013 at 08:02 PM
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Trickster
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mrimer wrote:
(Edit: I think you can see the potential relationship between Q1 and C0 even if you haven't played PSII.)
Sorry, no, I'm not sure what you're getting at.
Ah. Well, I'm getting at a multi-level falling puzzle. You can "fall" to a new room, using the pit as an exit. I've done this previously with scripting, but it's clunky and it'd be nice to have a pit-exit.

Or maybe an anything-exit, really. Why let stairs have all the fun?

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06-06-2013 at 08:27 PM
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mrimer
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Trickster wrote:
Ah. Well, I'm getting at a multi-level falling puzzle. You can "fall" to a new room, using the pit as an exit. I've done this previously with scripting, but it's clunky and it'd be nice to have a pit-exit.

Or maybe an anything-exit, really. Why let stairs have all the fun?
Ah, interesting. I think I get it, but I'm still trying to figure out what kind of play experience you have in mind. If I understand correctly, you're saying you'd like a custom image area that serves as a level exit, so that when the player steps onto it, they go to a new level?

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06-06-2013 at 09:23 PM
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Schik
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No, she mentioned not wanting to have to get permission to copy graphics to make a pit-exit, so she actually wants to make pit (or anything?) an exit without looking like stairs.

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06-06-2013 at 09:32 PM
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