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Dying Flutchman
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File: The Swap-O-Tron.hold (37 KB)
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icon The Swap-O-Tron (+1)  
Well, what do you think I'm doing here?

Of course! I need your witty comments, room-breaking skills and helpful feedback.

If you have a spare hour or so, I'd be very happy if you could play around with this a bit and share your opinion.

Edit: send to HA

Many thanks.

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[Last edited by Dying Flutchman at 12-08-2019 07:28 AM]
11-21-2019 at 01:55 PM
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azb
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icon Re: The Swap-O-Tron (+1)  
I think it's a really great concept! In particular, I liked the rock golem - water skipper switcher and roach - goblin switchers the most.

The only bug I sense with these is that switching many monsters at once gives you a combo display, but I know that's just because the script has to use "Attack Tile" to delete the old monsters. I guess it kind of makes sense because you did kill them, albeit indirectly?

Unfortunately, I couldn't complete the rooms, but I think I might be able to myself by next week or somebody else might comment too.

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11-22-2019 at 01:41 PM
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KituU
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File: The Swap-O-Tron - KituU demos.demo (7.7 KB)
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icon Re: The Swap-O-Tron (+1)  
Very original and creative !! Liked it very much
Are you planning on adding a level ? has so much potential
Demos and comments

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11-23-2019 at 08:42 PM
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Dying Flutchman
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Thanks azb and KituU. I will try to look at your feedback this week.

I can already state that I do not intend to build another level. Yes, I guess this element has lots of potential, but somehow, I don't seem to have too many more puzzle ideas. So I'd like to publish this first attempt and perhaps inspire others to use it.

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11-25-2019 at 08:58 AM
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Dying Flutchman
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I made some edits to the hold (attached new version above. Reply to your comments below.

azb wrote:
...switching many monsters at once gives you a combo display...
I have not noticed this. Indeed, you need to get rid of the old monster and then generate a new one at the same tile. Will see if I can reproduce this.
Incidentally: after a swap, monsters will stand still for one move. While this is presented as a feature, I'd rather have them start moving right away, but this is not possible when using the
generate entity
command.

Replies in the secret tag.
KituU wrote:
Click here to view the secret text

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[Last edited by Dying Flutchman at 11-26-2019 09:39 AM]
11-26-2019 at 09:34 AM
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azb
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icon Re: The Swap-O-Tron (+1)  
RE: Combo display funkiness

How to reproduce:

1. Create a room with 5 or more of one monster type (5 roaches, 5 goblins, 5 golems etc) affected by the tokens.

2. Place a token that does said affecting.

3. Playtest the room, making sure to step on the token.

4. A message saying "5 (or however many monsters you placed) Combo!" should appear for each time you swap the monsters between their changed and original state.

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[Last edited by azb at 11-26-2019 02:07 PM]
11-26-2019 at 02:07 PM
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Dying Flutchman
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Thanks for clarifying azb.

I thought that you had found some visual lag or clutter when to many monsters were swapped simultaneously. But now I understand what you mean. I didn't even notice this behaviour before :)

I'll see if I can think of a workaround for this, but I don't think that's possible.

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11-26-2019 at 02:20 PM
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Xindaris
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Solution: Turn off "combo display" option in settings :P

Seriously though, the combo thing doesn't actually affect game play so it's probably fine.

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11-26-2019 at 03:33 PM
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azb
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icon Re: The Swap-O-Tron (0)  
Yes, I don't think there is a workaround, given that the combo display is hard coded into the game, and there is no way to get rid of monsters in a scripted manner besides "Attack Tile".

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11-26-2019 at 03:36 PM
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KituU
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File: The Swap-O-Tron v1- KituU demos.demo (8.7 KB)
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icon Re: The Swap-O-Tron (+1)  
Hi, demos and comments
About "after a swap, monsters will stand still for one move. While this is presented as a feature, I'd rather have them start moving right away" . Maybe changing this will break some rooms
Click here to view the secret text

11-29-2019 at 12:28 AM
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Dying Flutchman
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KituU wrote:
Hi, demos and comments
About "after a swap, monsters will stand still for one move. While this is presented as a feature, I'd rather have them start moving right away" . Maybe changing this will break some rooms
Yes, it's a feature. But not a feature I necessarily like :) The point is: when swapping the monster, I use 'generate entity'. Monsters that are placed with this command, only start moving the next turn. Nothing to be done, unfortunately.
Click here to view the secret text

Thanks for your comments again!

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11-29-2019 at 02:19 PM
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KituU
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icon Re: The Swap-O-Tron (0)  
Dying Flutchman wrote:
4N :..I'll change the positions of the tokens, so that solving by accident is less likely.
Yes, and maybe the trapdoors could be dropped in a less predetermined loop?

2N : the manipulation of the roach is very simple.


11-29-2019 at 04:18 PM
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Dying Flutchman
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A new update in the first post, solving some of the issues.

Difficulty is quite random throughout the level. I'm fine with that. It's basically just a short exercise in/introduction to Swap-o-trons.

Tnx so far KituU.

Azb: do you happen to have any demos?

I'd like to see more than one player testing these rooms. So, if anybody is bored :yes

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11-29-2019 at 10:43 PM
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mxvladi
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icon Re: The Swap-O-Tron (+1)  
I've completed everything so far.
Pretty neat.

<---- If you want demos, here you go.
Edit: demos removed after architect got the chance to see them.

Of particular note:

Click here to view the secret text


[Last edited by mxvladi at 12-01-2019 08:51 PM]
12-01-2019 at 05:20 AM
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Dying Flutchman
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Tnx mxvladi, very useful comments.

I think I'm pretty much done with this. I don't intent to conjure up some more levels. Really a show-case for this custom element.
Will send this to HA somewhere next week, when no-one objects.

mxvladi wrote:
Click here to view the secret text

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12-01-2019 at 08:47 PM
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