Even just putting a save point just before the parts people die at repeatedly (like just before the icicles drop in this case) would make the game more fun. Large sections of fiddly, fall-to-your-death-instantly areas, that make repeat large sections from the level beginning every single time. “Entrance to the Cave” is a classic example of this. There are a few parts pretty early on though, that force new players into overly difficult “one mistake and you instantly die” situations. Right now the difficulty level in *most* of SuperTux allows for both. This way everyone is *challenged* (creating fun) without hitting impassable barriers (=not fun!). If you look at Mario Brothers, generally speaking there is a relatively easy way through each level, and then there are harder, but not compulsory sections for more advanced players that reveal secrets. Nummer9 / Marjin: I'm not the original poster, but I think it's worth reminding people games are supposed to be *fun*, and that a difficulty level that is fun for one person is frustrating to another. And being angry if not going to help anyway, so if you become angry from gaming, just stop and try again later :) Don't give up, just keep trying ) - Nummer9 16:49, 13 October 2007 (UTC) What do you think about placing more bells in the levels? In return we should arise the number of coins, which are detached if tux dies.īob: Personally, I appreciate Supertux's current difficulty. I think it would be better to place more bells in the levels. Hi! I often get angry because when I play a level and die, I have to begin (nearly) from the start. With wich programs were the Figures drawed ? Could anyone write a Tutorial how to draw Supertux or badguys probaply with the GIMP ? Psychological Effects The lava will stop after a while, at that point find the exit on the right. Once you reach the two wooden platforms by the fireballs, wait for the lava to come up and it will push the platforms. (You should reach just below where you came in.) What happens after that should be self-explanatory. All I'll say is to go up as high as you can go. (It helps to have destroyed all the enemies with the fireflower on the way down). Tux needs to run up very quickly once he has pushed the switch. Help! (On the level Kneep Deep in the Depth)Ĭan anyone give a solution to the dilemna of the rising lava and finding the secret “ride” on it? Yes, I have spent many hours (3-4) on it to no avail. And btw i was originally asked for something to get Tux's abount of cash(already). To make a shop work, you'd have to implement even more stuff to use with scripting, why not start with a function to get Tux's abount of cash? I would like to implement a shop or something like that. (though you can add bonuses and coins) What would you use the information for? - Mathnerd314 00:21, 25 August 2009 (UTC) True, there is currently no way to get either of those. also, if possible, the currenst state of tux (fire, small or ice). I searched the scripting reference and i cannot find a method to get the amount of coins wich the player owns. Template:Archive Tux.getCoins or whatever
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