Author Topic: Pyramid Plunder Public Beta  (Read 6477 times)

Arkhan

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Re: Pyramid Plunder Public Beta
« Reply #165 on: March 09, 2012, 03:28:22 AM »
The reason the AI is retarded right now is related to the wall-bug.

Once they stop becoming one with the wall, they'll be more dastardly.

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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spenoza

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Re: Pyramid Plunder Public Beta
« Reply #166 on: March 09, 2012, 04:55:55 AM »
I think any meaningful testing of the level of challenge the game presents, be it related to scrolling or otherwise, it contingent on getting that AI code fixed. Not much we can do for you until then.
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Arkhan

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Re: Pyramid Plunder Public Beta
« Reply #167 on: March 09, 2012, 04:58:10 AM »
I think any meaningful testing of the level of challenge the game presents, be it related to scrolling or otherwise, it contingent on getting that AI code fixed. Not much we can do for you until then.

which is why at least one person here (vecanti) is helping get that squashed. :)
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Arkhan

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Re: Pyramid Plunder Public Beta
« Reply #168 on: March 09, 2012, 01:28:54 PM »
New version up.

debug screen is accessed by holding select while pressing run, for those who didn't know.

This will allow you to tweak the border to your hearts content.

I play with the Radar off, and Scrolling at 0. 

[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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Vecanti

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Re: Pyramid Plunder Public Beta
« Reply #169 on: March 09, 2012, 04:11:36 PM »

I play with the Radar off, and Scrolling at 0. 


 :mrgreen:

Arkhan

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Re: Pyramid Plunder Public Beta
« Reply #170 on: March 10, 2012, 08:06:56 AM »
has anyone else given the new scrolling a shot.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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ParanoiaDragon

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Re: Pyramid Plunder Public Beta
« Reply #171 on: March 10, 2012, 07:19:29 PM »
Sorry, lack of time!  After fiddlin' with the numbers, I'm thinking that 3 ain't so bad.  I suppose it could be 4, but......not 7!

spenoza

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Re: Pyramid Plunder Public Beta
« Reply #172 on: March 11, 2012, 05:18:39 AM »
Yeah, my work week started yesterday so I won't have much free time until Tuesday to look at it.
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Arkhan

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Re: Pyramid Plunder Public Beta
« Reply #173 on: March 11, 2012, 07:42:09 AM »
Sorry, lack of time!  After fiddlin' with the numbers, I'm thinking that 3 ain't so bad.  I suppose it could be 4, but......not 7!

3 is the default that sparked complaints.

lol
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

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ParanoiaDragon

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Re: Pyramid Plunder Public Beta
« Reply #174 on: March 11, 2012, 06:14:08 PM »
Yeah I know, & I'm getting used to it, but like I said, 4 might not be so bad.  I'm thinking Exile 2 is a bit more scary in that department, since Sadler doesn't have a "run the hell away" button! :D

Vecanti

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Re: Pyramid Plunder Public Beta
« Reply #175 on: March 11, 2012, 07:20:20 PM »
Here's one of the advantages of 3 vs 6.

When I'm playing I like to try to clear parts in sections.  So I just grabbed this as an example.

Basically just a starting point:



With 3 you can go through and clear a section and and not have it scroll away from the right edge at all.  You notice you can still see the wall on the right side as you clear the first set of rows.  So nothing can sneak up on you.  Basically you can clear out this section and not have to look at the radar as you can see anything come on to the screen.



This next pic is set with scrolling on 6.  You notice when you just want to clear this first section of lines on the bottom right that the screen moves over and you can no longer see the far right, so a mummy can sneak down the right side and you can't see.  So you might get mummies sneaking up on you on the right side and have to watch the rader more not less.



I've found I like 3 because I tend to like to try clear teh levels in sections.  This varies for different levels of course.  Not matter what it is 3,4,5,6,7 it's all going to be a trade off to find the right strategy for each level. 

But I tend to like the fact that the levels are large though too.  They vary from ones you can clear in sections to ones you have to go in circles or ones that just make you come up with unique strategies.  So it keeps it interesting. 

touko

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Re: Pyramid Plunder Public Beta
« Reply #176 on: March 11, 2012, 09:33:32 PM »
For that i tested, the only unpleasant thing i noticed, is maze is too large in the first level .
Why not expanding mazes throughout the game, when the difficulty increases ????

Keranu

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Re: Pyramid Plunder Public Beta
« Reply #177 on: March 11, 2012, 09:59:49 PM »
For that i tested, the only unpleasant thing i noticed, is maze is too large in the first level .
Why not expanding mazes throughout the game, when the difficulty increases ????
This is what I had in mind as well. Keep the first two screens small enough for the player to remain interested in playing further, and expand the maps as the ghosts get faster.
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Adding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).

touko

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Re: Pyramid Plunder Public Beta
« Reply #178 on: March 11, 2012, 10:09:06 PM »
Yes, and why ghosts would not her bonus items, like a 2x the number of ghosts on screen,for exemple..

Keranu

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Re: Pyramid Plunder Public Beta
« Reply #179 on: March 11, 2012, 11:13:45 PM »
That's good thinking, I like that idea a lot! Reminds me of some other games I can't think of at the moment... some items help you, others are a curse!
Quote from: Bonknuts
Adding PCE console specific layer on top of that, makes for an interesting challenge (no, not a reference to Ys II).