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PostPosted: Sat Jul 25, 2009 12:30 pm 
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Whats funny is that on the very first part with the cube, i tried flinging the cube out of the room below the orange portal before realizing i couldve just dropped it over the wall...i was pised at that lol.

oh yeah, a small bug: in the Balls out puzzle, in the room with the "emergency button" and ball release button, i accidentally shot my portal gun on some glass, and a portal was placed there...too bad i couldnt jump up....*sigh*

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PostPosted: Tue Jul 28, 2009 1:54 pm 
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There are still some minor bugs left in this map. (Portal-enabled windows, some lighting bugs and some portal bumping / edge glitch errors, nothing serious.) I'm debating whether it would be useful to release an update some time.

Opinions, anyone?

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PostPosted: Tue Jul 28, 2009 1:59 pm 
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HMW wrote:
There are still some minor bugs left in this map. (Portal-enabled windows, some lighting bugs and some portal bumping / edge glitch errors, nothing serious.) I'm debating whether it would be useful to release an update some time.

Opinions, anyone?


I think it's good just the way it is. Doesn't HAVE to be perfect.

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PostPosted: Tue Jul 28, 2009 2:05 pm 
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jrlauer wrote:
I think it's good just the way it is. Doesn't HAVE to be perfect.

Same here. As long as there aren't any gamebreaking bugs, I think it's fine. I didn't even notice any errors.

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PostPosted: Sat Aug 22, 2009 6:21 pm 
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Best level I've ever played. Reminded me of the Incredible Machine :D

12/10

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PostPosted: Sun Aug 23, 2009 4:49 pm 
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Thanks, mate! T.I.M. was indeed an inspiration for this. That game is a lot more popular than I thought.

Also, welcome to the forum!

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PostPosted: Tue Nov 03, 2009 8:52 pm 
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Ooh this map was a lot of fun. Only two gripes:

* When you need a cube to unlock access to the big machine room there was a new cube randomly spawned in the first room... That felt really weird. I was expecting to find a neat way to reuse the first cube, so spent a while on that before noticing that conspiciously added new cube.

* On the big machine my crankshaft didn't stop at neat 90 degree angles as I could see it was supposed to in the video linked earlier. This made the programming and execution of that machine pretty random :/

I really loved the feel of crawling all over the big machine, trying to figure out how it worked and where all the tubes went and so on. So badly want to see more maps with that in :D


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PostPosted: Wed Nov 04, 2009 7:50 pm 
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Thanks, I'm glad you liked it!

About the "extra" cube: if you remember the very beginning of the map, after leaving the first room, you have to remove a cube from an upside-down button inside a glass box, by putting a portal under it. Since the orange portal end is still fixed in the first room, that cube ends up there. When you return after getting the advanced portal gun, there is no (legal) way of taking the first cube out of the room, so you have to use the one that came from the glass box.

So far I've only had one other complaint about badly behaving physics in the last section. The big paddle wheel has a weight pushing down on it that should always stop it with the paddles facing the right way. I have no idea why that doesn't work for you. Can you describe what goes wrong? Does it just spin and stop wherever it runs out of momentum, or is something else happening?

As for the continuation of creativity: I'm currently working on a small series of maps that have more traditional puzzles, but with a twist...
I'm hoping to release a beta of that this year.

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PostPosted: Thu Nov 05, 2009 4:36 am 
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HMW wrote:
About the "extra" cube


Ah yeah of course. That was so long ago that I completely forgot about it though :)

HMW wrote:
So far I've only had one other complaint about badly behaving physics in the last section. The big paddle wheel has a weight pushing down on it that should always stop it with the paddles facing the right way. I have no idea why that doesn't work for you. Can you describe what goes wrong? Does it just spin and stop wherever it runs out of momentum, or is something else happening?


Yes, basically it keeps running until out of momentum, which made resetting the machine to a proper configuration pretty annoying. I had to nudge the paddles back and forth until I could persuade it to stop. And when the machine was running it would keep spinning making it semi-random whether or not the next ball would be kept in check before the first ball was in the wind tube. And the third ball had to keep running through the machine many times before randomness finally made it pop into the tube.

I did notice the square on the end of the crankshaft and was wondering why it wasn't doing it's job.


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 Post subject: RE: physics problem
PostPosted: Thu Nov 05, 2009 2:54 pm 
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Here's how the mechanism is supposed to look:

Image
-- Rest position

Image
-- Rotating

The light grey beam should push down on the square bit to make it stop in the correct position. The only thing I can think of is that for some reason, the collision between the two objects doesn't work on your computer. In that case, the beam would be hanging down behind the square instead of sitting on top of it. If that's the case I have no idea how to fix that :(

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PostPosted: Thu Nov 05, 2009 5:24 pm 
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Haha, then I know what went wrong, though I don't know how.

The beam was below the squre thingy, resting on the floor. It looked like it almost touched the square, but I don't think it did. It was still attached to the joint up top.

Can't see how it could physically have gotten there though.


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PostPosted: Fri Nov 06, 2009 3:36 pm 
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I just tried making the square a little bit larger so it intersects the beam. Now the beam just falls down as if the square isn't there at all, just as you described.

Normally both parts are drawn so they just touch each other; I suspect that the game sometimes thinks that they intersect and gives up on trying to detect collisions. So the solution would be to make sure that there is a little space between both parts.

I have made a few other minor changes since the latest release, so I think it's time for an update.

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PostPosted: Fri Nov 06, 2009 6:56 pm 
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Probably best to setup physics props so they only just barely don't touch at design time and then have the game let them fall into place so to speak. What you describe is almost certainly what happened to me.


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PostPosted: Sun Nov 08, 2009 1:48 pm 
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I released an update that hopefully fixes this. I made sure that there is a 1 unit gap between any two physics objects, which should prevent them from interacting (or failing to interact) in weird ways.

-- New version download --

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 Post subject: Re: [RELEASE] Manic Mechanic
PostPosted: Tue Mar 09, 2010 9:59 pm 
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Pretty nice looking map, and nice puzzles.

Although, the download link isn't working here.

Can anyone help me with that? When I click on the link, it automatically takes me to the forum's index.


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