For some reason, I feel like I need to share this with Hatrack. So fun, so cool, so nerd-lovin' awesome! Carefull - it might ruin your productivity for the rest of the week.
Edit: I've contacted the games author and he'd gladly accept a bugs/features list. So feel free to list any perceived bugs you've encountered or features you'd like added. I'll start my list at the bottom of the thread.
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Things get harder around level 30 - but tons of fun! (And very aesthetic - all those force lines/trails piling up...)
Posts: 353 | Registered: Sep 2003
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I can't seem to get level 7. If I have it on one adjustment, it goes too high. One click lower and it misses in the other direction.
Posts: 1547 | Registered: Jan 2004
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MidnightBlue - Some of them are wierd like that. Try throwing your cannon way off, then bringing it back to bear on that number. I think it has something to do with the numerical resoltion Flash records angles at vs. the number you're being shown. (eg. The readout say 7.8, but the software is actually reading 7.751.)
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It turns out I was off by quite a bit. For some reason sending it in a completely different direction hit the target.
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quote:But a bit easy (the first 12 or so are anyways)
Those are just to teach you how to play. It gets more challenging, trust me.
I'll take your word on it for now. I'm at work, and about 12 levels was the maximum amount of risk I wanted to dedicate to that game.
I can usually get up to 25ish at least one these (the spaceship / planet one comes to mind), so we'll see about this one.
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I stopped on 33. Pretty fun, though I don't know I'll go through the trouble to get back to 33. Up until 33 I was able to solve them all in less than a minute, most of the time in less than 30 seconds.
Posts: 2827 | Registered: Jul 2005
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I got all the way through level 50 last night. I definately did not get enough sleep. Some of those levels are insane. I definately spent way too much time on it, but I guess that is the nature of addictive games.
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50 is most definitely evil incarnate. Every solution you come up with later proves to be a complication.
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Something must be wrong because when I use arrow keys to adjust the cannons direction it does not stop going up or down until I hit the arrow in the opposite direction. Even then sometimes it just switches direction and continues moving. Its annoying when trying to fine tune my firing position.
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BlackBlade - I don't know of that's a "feature" or not - I find it annoying, too. But other than that, it's a wicked fun game.
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If you just tap the up or down arrow it moves 0.1 degree, but if you hold it down for a moment and then let go it will continue moving in that direction until you tap one of the buttons again. I'm not sure if it as to be in the opposite direction or not. I find it usefull for major changes in aim. I also had a problem on level 25 where a difference of 0.1 degre would miss to either side of the target. Out of frustration I set the aim spinning and then reset back to where I had missed and the force track was sligtly different. When I adjusted by 0.1 degrees this time I hit the target. If I had known that spinning the gun would alter the aim slightly like that and I tried to do that but the aim only moved by a tenth of a degree each time I hit an arrow button, I would have had to hit the up or down arrow 3600 times to spin it around once.
Posts: 148 | Registered: Mar 2005
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Okay - now it's time to start listing bugs you've encountered and features you think would add to the game play. See the edit to the first post in this thread for more details.
Here's my list so far:
Bugs: Rounding error with the cannon - either show more significant digits or force the angle to round to one decimal place in the code.
Moving pre-placed deflectors - when you get to the levels with pre-placed (dark blue) deflectors, after you place your own custom deflector on stage, you can move the pre-placed ones as well.
Features: Draggable cannon angle - doing gross adjustments to the cannon with the mouse, and fine adjustments with the keys would be neat - and maybe less frustrating that giving the arrow keys "press inertia".
Angle entry Box - let users type in an angle for the cannon. Maybe also let users type in x and y coords for the place-able pods (this might make it too easy, though).
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I think it's more of a bug than a feature - I haven't been able to do it yet with pre-placed attractor pods (dark red).
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If anything, wouldn't it make you feel better that you won without "exploiting" this bug/cheat?
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Oh,and I managed to finish level 50. Here's a link to my solution - somewhat similar, somewhat different from mr_p's.
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Here's mine. It's quite a bit different than Mr. P and Wonder Dog. Although, I should get extra points for using everything.
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We get extra points for using more pods? Then I beat mr_p! camus, your solution looks more elegant than mine - how many retries did it take to refine it?
As a side, one of my favorite tactics was using an attractor in the middle of the goal and a repulsor behind the cannon to straight-shot through some of the early levels.
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I spent a large portion of Wednesday afternoon trying a setup that was very similar to mph's, but then when he posted his I figured I would try to find a different approach.
With level 50 my biggest problem had been when starting the level over and trying to position all of the pods in exactly the same places as before, which had never been a problem in the earlier levels because they never took more than a couple of retries. But once I figured a way around that, it went pretty quickly. It still took probably ten retries after starting the new approach.
quote:As a side, one of my favorite tactics was using an attractor in the middle of the goal and a repulsor behind the cannon to straight-shot through some of the early levels.
Yeah, that is a fun solution that I did once or twice. I even tried starting out with a repulsor behind the cannon on level 50 when I decided to change my setup to differ from mph, but it seemed to mess up the timing.
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Bug: if you fire shots after u finish, and click next level when the shots are in motion, those shots keep going and can travel through walls.
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