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Fost
Pod Team
Pod Team


Joined: 14 Oct 2002
Posts: 3734



PostPosted: Sun Apr 29, 2007 5:14 pm    Post subject: Reply with quote

Yeah go for it! Remember, I'm an artist at the end of the day, not a programmer so all suggestions are welcome.
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Blizgerg



Joined: 09 Jan 2005
Posts: 155
Location: The Planet Stinky Socks



PostPosted: Sun Apr 29, 2007 10:59 pm    Post subject: Reply with quote

After taking a look at the script for 'wet feet' I think the most interesting way of allowing one to go back through would be to make the flood_control switch a timed switch and then replace
Code:
room_complete = false
if ( getKeyVal( "wet_feet" ) == "complete") then
   room_complete = true
   setWaterHeight( g_waterMax )
   closeDoor( 0, true )
else
   setWaterHeight( g_waterMin )
end
with
Code:
setWaterHeight( g_waterMin )
and remove
Code:
   --If room complete skip the rest
   if (room_complete) then
      sendMessage( "waypoint1", "SYSTEM", "DISABLE", "" )
      return false
   end

This would have the effect of forcing the player to hurry jumping across the blocks if you set the timer relatively short. Twisted Evil

Now for 'Crane Train' I would move
Code:
   --Set Water Height
   desiredHeight = 2.35
   if( sendMessage( "flood_control", "SYSTEM", "IS_DOWN", "" ) == "TRUE" ) then
      desiredHeight = 1.35
      openDoor( 0, false )
   else
      closeDoor( 0, false )
   end
   
   actualHeight = 0
   actualHeight = getWaterHeight()
   if( actualHeight < desiredHeight ) then
      frac = desiredHeight - actualHeight
      if( frac < g_waterInc ) then
         actualHeight = desiredHeight
      else
         actualHeight = actualHeight + g_waterInc
      end
   
   elseif( actualHeight > desiredHeight ) then
      frac = actualHeight - desiredHeight
      if( frac < g_waterInc ) then
         actualHeight = desiredHeight
      else
         actualHeight = actualHeight - g_waterInc
      end
   end
   setWaterHeight( actualHeight )
out of sequence into a separate function. Then put a call to the new function in the spot that this code was in sequence and place a call to the new function in complete as well.
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colinvella



Joined: 15 Sep 2006
Posts: 82



PostPosted: Thu May 03, 2007 8:18 am    Post subject: Reply with quote

I was very keen for this first official Moonpod mod and it looks very primising. I'm missing some save points though.. not very friendly if you're playing some 5 minute quickies.
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Crussh



Joined: 25 Jan 2007
Posts: 151
Location: Sweden



PostPosted: Mon May 07, 2007 5:15 pm    Post subject: Reply with quote

Just finished the adventure in 10 mins, i got "more than 30%" of the power spheres, and the end lift didnt work Sad is it for when you get 100%?
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Fost
Pod Team
Pod Team


Joined: 14 Oct 2002
Posts: 3734



PostPosted: Wed May 09, 2007 10:08 am    Post subject: Reply with quote

Yeah, you are just supposed to save there. Going in that rooms marks the adventure complete. There's sadly no way to bump you back to the front end using script.
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Regulus7000



Joined: 27 Oct 2007
Posts: 2



PostPosted: Sat Oct 27, 2007 6:01 am    Post subject: Reply with quote

Wow!
This is really fun. Thanks for making this. I love it!
My only cause for concern is that I am a very casual gamer. I'm not very good at games in general, but I love puzzles and stuff. I can never get through the whole thing without having to start over from room 1. You really should put a few save points in there.

Other than that, this is great! Very Happy
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balthzar



Joined: 11 Feb 2012
Posts: 1
Location: in a rat's hole :P



PostPosted: Sat Feb 11, 2012 1:04 am    Post subject: Reply with quote

Hey.. how do you download these? I'm new here so... yeah, glad if there's a way Very Happy
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Poo Bear
Pod Team
Pod Team


Joined: 14 Oct 2002
Posts: 4121
Location: Sheffield, UK



PostPosted: Sun Feb 12, 2012 8:06 am    Post subject: Reply with quote

Start a new game and on the \"Adventures\" page where it says \"choose an adventure\" click update and it will download them all.
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