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Author Topic: Gunpoint: A 2D stealth game about rewiring things and punching people.  (Read 12838 times)

Markus

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If you find any way to edit in certain non-guard characters, I'm VERY interested. . .

In other news, I've played the game completely differently three different play-throughs now and I'm still having just as much fun.

Would you believe me if I said I skipped the sound detectors the first level they appeared in? Didn't even notice them until a later level.
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Itnetlolor

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Re: Gunpoint: Now a game about breaking in is being broken into.
« Reply #76 on: June 04, 2013, 04:55:59 pm »

Seeing as I stumbled upon guards in my exploit exploit, I think it's possible to add in all the characters from the game into a custom level. Though I suggest you position a guard at a specific point, save the map, replace the REF# (Find & replace) and then reload it, then place guards later on.

Furthermore, I suggest that if you're going to be separating elements in the text file (Background, foreground, and units), it would be wise to separate them (provided you kept track of your progress) with 0;0;0 (as shown in the file), they work like dividers.

I'll get to work on 300-400 soon enough; seeing as I just finished 200-300, and 0-100 is currently being worked on in the Google Doc (Current progress looks like it's about 1/3rd through). Likely to come across more Rooke-based architecture, along with maybe the weapons testing components. So far, I'm liking this, besides all the crashes from non-existent elements.



Pro-tip: If you're also exploring the other elements of the game like this, I suggest giving Conway a floor to stand on, and an easy to see/move element (like a standard dry-wall block) for reference, and another one parked directly next to it (or in an easy spot like 500;500), and make sure to have both the file you're editing and the game playing.

Change the REF#, save the file, and reload the level editor and the level after changing it directly. Ignore the autosave version. Naming the level "-" or "_" should make finding it much easier.


Spoiler: References # 300-400 (click to show/hide)


UPDATE:
Just learned something interesting about the rain elements (Check previous post), turns out one is a foreground always (Always on top), and the other can be obstructed by background elements (Always on back). They also stack very nicely, so you can make seamless light and heavy rain levels (offset a bit to make it rain even harder). It helps when separating certain elements (like back walls stacked in a way to look like other background buildings irrelevant to the mission) as well. Very nice to know stuff here.

EDIT:
Come and think of it, with all the short and medium walls that can be applied to a level, do I sense a series of jump puzzles to come along in the future? Not to mention, I can imagine setting up some rather malevolent architecture for the poor guards to fall down on just by offsetting some things just a little here and there; making it look like they fell into a spike pit.

How about obstacle courses? Have a patrolling guard set off a series of doors you can't Wirejack, and you have to time your jumps and such.

EDIT EDIT:
Finished up with 300-400 now. The EPPD stuff should really make for some more interesting environments now.

Next task might be to accelerate the 100-200 area, so we got that out of the way. However, according to the charts, and my progress already made, a majority of the scenery backgrounds ought to be hanging out within the 400s range.

Hmm... I'll need to take a break to think about which one to take on. In the meantime, it shouldn't hurt to divide the back walls by type/company.
« Last Edit: June 04, 2013, 07:58:16 pm by Itnetlolor »
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Dutchling

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Finished the game.

I feel like it could have been so much more :/. The story was really mehh, and the game was just too easy. It felt more like playing an fps than a puzzle game.
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head

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Xotes

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https://dl.dropboxusercontent.com/u/3676056/Daring%20Shiez.lvl

Wirejack and crosslink only :)

Got a cop behind the vault door? And he's waiting right there to shoot me? Hah, no problem! Just jump in, the vault opens, he moves to investigate me and-

SQUELCH

Oh. Oh God. The door just squished the cop.

I did not even know that could happen oh jeez.
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Quote from: Josephus
"Compatibility mode", dude. If he tries running it under "capatability mode" some terrible thing involving elder gods will probably happen.
Quote from: Aqizzar
You say that like it's not a good time to discuss weird people. It's always a good time to discuss weird people.
Quote from: freeformschooler
I was like, ha, this looks like a pretty dumb and boring game. I was so wrong. Gentlemen, I have discovered true fun.

Talfryn

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Creator still hasn't responded to my email. I'm a little unhappy.

Were this free, I'd be singing his praises. At $9, erm, yeah no.
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Itnetlolor

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I decided that since 0-100 is already nearly done, and most of the mechanical stuff is likely still within 100-200, if I'm reading it correctly, I'm going to continue climbing upwards.

400-500 HO!

Spoiler: References # 400-500 (click to show/hide)


UPDATE:
Probably my most-favorite discovery in this update has to be the Non-Euclidian Stairwells (REF# 441-445). As long as they can access the other stairwells numerically (I suggest you use them all), where they are placed doesn't matter whatsoever. Oh, the headaches we can make with this. They're the equivalent of Scooby-Dooby-Doors.

Oh, and regarding all those Broken Stairway Doors (REF# 13-20), I suggest planting them all at once like I did, and test them all out simultaneously. That's how I accidentally discovered the Non-Euclidean aspect of these ones.

UPDATE UPDATE:
Taking the liberty of testing my theory out (since I hit a good benchmark to call it a night (discovered 250 references. I'm good; ready to clock out.), turns out I was right. They need to be working together; oddly enough, it seems they're strangely connected, like a series of 1-way doorways. Even stranger, I think one of them is for decoration only. Further testing may need to be administered, but just to give you a heads-up, they do work (got no errors here), they just need to be together, and I assume they're usually auto-coordinated by the in-game editor auto-assigning them in a way that turns them into 2-way passages. I don't know, it's strange, but I just wanted to let you know about it. Abusing their 1-way nature, we can make even greater headaches of levels by exploiting this bug (reserved for the curious like us to stumble upon; Like the Bay-12ers we are, they're not to be seen as bugs, but instead an unintended feature that needs exploiting.).

Oh yeah, and with proper application, they're also rather Non-Euclidian in nature as well. Going up and down didn't always go in proper order. Naturally, I also placed them side-by-side, not on top of each other/stacked. More research may be needed to know what connects to what, and how. (1 Only connects to 5, because 5 goes downstairs towards 1 (But can't go upstairs); 1 can't go upstairs nor downstairs, however. Something like that.)

UPDATE:
450-500 have been added now. Except it's added to the Google Doc now.
« Last Edit: June 05, 2013, 04:28:27 pm by Itnetlolor »
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Shadowlord

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These doors are incredibly screwed up. Oh, by the way, the regular ones I had labelled as broken and the ones you found in the 440s seem to connect to each other (and still behave chiefly as one-way doors) when they all exist.

They also don't always have only one valid direction, sometimes both up and down work on a single door. Hmm. And sometimes no direction.

Edit:
I've finished 0-199. Send me a PM with your email address, Itnetlolor, and I'll add you to the spreadsheet so you can put your findings into it. I'm thinking that we can pull out just the usable stuff into a smaller list for easier reference (e.g. non-erroring stuff which isn't an invisible or sizeless block that does nothing). Anything useful I have in bold right now (although I only have one elevator button bolded, despite that there are many - as far as I can tell they all behave identically, and are all somewhat buggy).

100-199 had mostly standard stuff, a colorless electric dot, a similarly colorless (circuitless) circuit box, both of which error, a red circuit box, which seems useless unless someone figures out how to remove the ability to hack red wires on start, one sound file (a high-pitched beep), and the police sniper, who always starts on the right side of the screen but can be placed at any height. Plus dialog-related things that are probably not useful.
« Last Edit: June 05, 2013, 12:44:40 am by Shadowlord »
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<Dakkan> There are human laws, and then there are laws of physics. I don't bike in the city because of the second.
Dwarf Fortress Map Archive

a1s

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so... how does one run one of these custom maps? (or did I completely misread the conversation?)
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I tried to play chess but two of my opponents were playing competitive checkers as a third person walked in with Game of Thrones in hand confused cause they thought this was the book club.

head

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Put them in the gunpoint/levels folder and launch the game and use the "level editor" option to load it.
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Mongol13524

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Update released!


Bug fixes:

Fixed a bug preventing the game from rightly chastising you for excessively punching the same guard.   

No longer possible to upgrade your trousers so much that they break the concept of linear time (divide by zero error).

Ryan Ike is now more talkative on Mission 5.   

Fixed a bug that rendered the game unable to cope with how cool you look walking backwards into a subway with your gun drawn, leading to a crash.

Fixed an interesting bug that caused problems if you played on two different PCs that have the same desktop resolution but different install drives. Well, not that interesting.


New features:

Press F4 to toggle windowed mode anytime. This was already there, but we forgot to tell anyone.
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My old account on this forum is klingon13524.

Markus

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I went with a pacifist run once-didn't even KNOCK ANY GUARDS OUT.
Spoiler (click to show/hide)


Now going for a psychopath run, Armok style!
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zombie urist

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This game was too short and too easy IMO.

Working on some custom levels now.
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The worst part of all of this is that Shakerag won.

Itnetlolor

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This game was too short and too easy IMO.

Working on some custom levels now.
Feel free to use our notes to make them prettier, and to also include things otherwise not accessible with the in-game editor.

Some things, I'm surprised aren't included in the in-game editor, like the sound sensor and such. But seeing as they're updating it from time to time, that might eventually be remedied. Otherwise, we'll have to stick with building levels by modifying the LVL files directly. Fortunately, you can still move most of the items around post-placement/edit, and it stays on grid too. What can generally help is just inject the items you want with an easy to find coordinate, and just place them wherever you need them.

As a refresher, here it is:  https://docs.google.com/spreadsheet/ccc?key=0ArfBRDTBNF_LdEFIR2VEVmtxdzN1QXVwQzhJWUlVTEE&usp=sharing

As far as I know, we're already up to 650 references logged, and still growing. Just as well, I took the liberty to divide some of the contents according to the company/building type most relevant to them; in case you want to replicate some levels, and add your own touch.
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