[Game]Labyrinthus[2.14.0]-Create your own levels now!
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Re: [Game/Map]1248's Labyrinthus[1.12.0]
Labyrinthus 1.12.0 is released
With 15 new levels and 2 bug fixes
With 15 new levels and 2 bug fixes
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Re: [Game/Map]1248's Labyrinthus[1.13.0]
Labyrinthus 1.13.0 is released
With 15 new levels and 2 bug fixes
With 15 new levels and 2 bug fixes
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Re: [Game/Map]1248's Labyrinthus[1.14.0]
Labyrinthus 1.14.0 is released
With 15 new levels, a bug fix and some texture changes
With 15 new levels, a bug fix and some texture changes
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Re: [Game/Map]1248's Labyrinthus[1.15.0]
Labyrinthus 1.15.0 is released
With 15 new levels, 4 bug fixes, and graphically hud
With 15 new levels, 4 bug fixes, and graphically hud
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Re: [Game/Map]1248's Labyrinthus[1.15.0]
looks aweosme now!
Gone, but not dead. Contact me on discord: azekill_DIABLO#6565
DMs are always open if you want to get in touch!
DMs are always open if you want to get in touch!
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Re: [Game/Map]1248's Labyrinthus[1.16.0]
Labyrinthes 1.16.0 is released.
With 15 new levels and a bug fix.
World 2 is now complete and I will start with World 3.
(10-15 new levels every weekend)
With 15 new levels and a bug fix.
World 2 is now complete and I will start with World 3.
(10-15 new levels every weekend)
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Re: [Game/Map]1248's Labyrinthus[1.16.0]
The amount of levels in this game is staggering.
PS: Download link points me to Labyrinthus 1.15.0.
PS: Download link points me to Labyrinthus 1.15.0.
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Re: [Game/Map]1248's Labyrinthus[1.16.0]
Should be fixed nowWuzzy wrote:The amount of levels in this game is staggering.
PS: Download link points me to Labyrinthus 1.15.0.
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Re: [Game/Map]1248's Labyrinthus[1.22.0]
Labyrinthus 1.22.0 is released
With 15 new Levels and 3 important bug fixes
With 15 new Levels and 3 important bug fixes
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Re: [Game/Map]1248's Labyrinthus[1.22.0]
You are making levels faster than I can solve them. :D
But it's sad if one is stuck at one level; one is blocked from access to hundreds of other levels.
Maybe it would be more fair to unlock all levels from the start, and mark the solved levels in green color in the level selection list.
But it's sad if one is stuck at one level; one is blocked from access to hundreds of other levels.
Maybe it would be more fair to unlock all levels from the start, and mark the solved levels in green color in the level selection list.
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Re: [Game/Map]1248's Labyrinthus[1.22.0]
I will try to do that.Wuzzy wrote:You are making levels faster than I can solve them. :D
But it's sad if one is stuck at one level; one is blocked from access to hundreds of other levels.
Maybe it would be more fair to unlock all levels from the start, and mark the solved levels in green color in the level selection list.
Labyrinthus 1.23.0 is released with 10 new levels
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Re: [Game/Map]1248's Labyrinthus[1.25.0]
Labyrinthus 1.25.0 is released with 10 new levels for world 3 and 5 new levels for world 2.
The nyan cat will also become a bit unhappy when walked into a flame.
In one of the next versions of labyrinthus I will add a function to reset you move
(and maybe a function to skip a level, wuzzy)
Merry Christmas
The nyan cat will also become a bit unhappy when walked into a flame.
In one of the next versions of labyrinthus I will add a function to reset you move
(and maybe a function to skip a level, wuzzy)
Merry Christmas
Re: [Game/Map]1248's Labyrinthus[1.25.0]
Hi and help me please.
World 1, last round, i didn't know how to pass on.
World 1, last round, i didn't know how to pass on.
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Re: [Game/Map]1248's Labyrinthus[1.25.0]
The block withe the blue eye becomes transparent when you move it.SnikeMK wrote:Hi and help me please.
World 1, last round, i didn't know how to pass on.
And you have to move the wood block on the "box"-block.
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Re: [Game/Map]1248's Labyrinthus[1.25.0]
The GUI has too much clutter and needs improvements. I have some patches for you. :-)
Patch 1 (manual): Add this to minetest.register_on_joinplayer in default/player.lua:
Code: Select all
player:hud_set_flags({hotbar=false, healthbar=false, breathbar=false, wielditem=false, minimap=false, minimap_radar=false})
Patch 2: Here's a patch for Labyrinthus 1.25.0 for init.lua in the labyrinthus mod. This contains some HUD tweaks and changes.
The balls and keys HUD is moved to the bottom left and larger icons are used. The text is removed. The icons are only displayed if needed.
The level display is shortened and doesn't go off-screen for low screen heights.
Displays “Please select a level!” if no level is selected.
The version numbers are removed (no reason to show them all the time).
Code: Select all
--- labyrinthus/init.lua 2017-12-27 17:58:51.261413111 +0100
+++ labyrinthus/init.lua 2017-12-27 18:17:42.414898634 +0100
@@ -1,102 +1,32 @@
local hud_keys = {}
local hud_balls = {}
local hud_levels = {}
-local hud_key1 = {}
-local hud_key2 = {}
-local hud_key3 = {}
-local hud_key4 = {}
-local hud_key5 = {}
-local hud_key6 = {}
minetest.register_on_joinplayer(function(player)
local name = player:get_player_name()
- player:hud_add({
+ hud_levels[name] = player:hud_add({
hud_elem_type = "text",
- position = {x=0, y=0.85},
- offset = {x=0, y=10},
+ position = {x=0, y=0.5},
+ offset = {x=6, y=0},
alignment = {x=1, y=0},
number = 0xFFFFFF ,
- text = "Minetest Version : 0.4.16",
+ text = "Please select a level!",
})
- player:hud_add({
- hud_elem_type = "text",
- position = {x=0, y=0.85},
- offset = {x=0, y=30},
- alignment = {x=1, y=0},
- number = 0xFFFFFF ,
- text = "Subgame Version : 1.25.0",
+ hud_balls[name] = player:hud_add({
+ hud_elem_type = "statbar",
+ number = 0,
+ position = {x=0, y=1},
+ offset = {x=0, y=-148},
+ size = {x=64, y=64},
+ text = "labyrinthus_ball.png",
})
- hud_levels[name] = player:hud_add({
- hud_elem_type = "text",
- position = {x=0, y=0.85},
- offset = {x=0, y=-450},
- alignment = {x=1, y=0},
- number = 0xFFFFFF ,
- text = "Level: /",
+ hud_keys[name] = player:hud_add({
+ hud_elem_type = "statbar",
+ number = 0,
+ position = {x=0, y=1},
+ offset = {x=0, y=-72},
+ size = {x=64, y=64},
+ text = "labyrinthus_key.png",
})
- hud_keys[name] = player:hud_add({
- hud_elem_type = "text",
- position = {x=0, y=0.85},
- offset = {x=0, y=-425},
- alignment = {x=1, y=0},
- number = 0xFFFFFF ,
- text = "Keys:",
- })
- hud_balls[name] = player:hud_add({
- hud_elem_type = "text",
- position = {x=0, y=0.85},
- offset = {x=0, y=-400},
- alignment = {x=1, y=0},
- number = 0xFF0000 ,
- text = "Ball: false",
- })
- hud_key1[name] = player:hud_add({
- hud_elem_type = "image",
- position = {x=0, y=0.85},
- offset = {x=43, y=-425},
- scale = {x=2, y=2},
- text = "labyrinthus_glass.png",
- alignment = {x=0,y=0},
- })
- hud_key2[name] = player:hud_add({
- hud_elem_type = "image",
- position = {x=0, y=0.85},
- offset = {x=56, y=-425},
- scale = {x=2, y=2},
- text = "labyrinthus_glass.png",
- alignment = {x=0,y=0},
- })
- hud_key3[name] = player:hud_add({
- hud_elem_type = "image",
- position = {x=0, y=0.85},
- offset = {x=69, y=-425},
- scale = {x=2, y=2},
- text = "labyrinthus_glass.png",
- alignment = {x=0,y=0},
- })
- hud_key4[name] = player:hud_add({
- hud_elem_type = "image",
- position = {x=0, y=0.85},
- offset = {x=82, y=-425},
- scale = {x=2, y=2},
- text = "labyrinthus_glass.png",
- alignment = {x=0,y=0},
- })
- hud_key5[name] = player:hud_add({
- hud_elem_type = "image",
- position = {x=0, y=0.85},
- offset = {x=95, y=-425},
- scale = {x=2, y=2},
- text = "labyrinthus_glass.png",
- alignment = {x=0,y=0},
- })
- hud_key6[name] = player:hud_add({
- hud_elem_type = "image",
- position = {x=0, y=0.85},
- offset = {x=108, y=-425},
- scale = {x=2, y=2},
- text = "labyrinthus_glass.png",
- alignment = {x=0,y=0},
- })
end)
local rrr = 0
local timer = 0
@@ -328,46 +258,13 @@
local balls = player_inv:get_stack("s", 1):get_count()
local ll = player_inv:get_stack("ll", 1):get_count()
local l = player_inv:get_stack("l", ll):get_count()
- if key > 0 then
- player:hud_change(hud_key1[player:get_player_name()], 'text', "labyrinthus_key.png")
- else
- player:hud_change(hud_key1[player:get_player_name()], 'text', "labyrinthus_glass.png")
- end
- if key > 1 then
- player:hud_change(hud_key2[player:get_player_name()], 'text', "labyrinthus_key.png")
- else
- player:hud_change(hud_key2[player:get_player_name()], 'text', "labyrinthus_glass.png")
- end
- if key > 2 then
- player:hud_change(hud_key3[player:get_player_name()], 'text', "labyrinthus_key.png")
- else
- player:hud_change(hud_key3[player:get_player_name()], 'text', "labyrinthus_glass.png")
- end
- if key > 3 then
- player:hud_change(hud_key4[player:get_player_name()], 'text', "labyrinthus_key.png")
- else
- player:hud_change(hud_key4[player:get_player_name()], 'text', "labyrinthus_glass.png")
- end
- if key > 4 then
- player:hud_change(hud_key5[player:get_player_name()], 'text', "labyrinthus_key.png")
- else
- player:hud_change(hud_key5[player:get_player_name()], 'text', "labyrinthus_glass.png")
- end
- if key > 5 then
- player:hud_change(hud_key6[player:get_player_name()], 'text', "labyrinthus_key.png")
- else
- player:hud_change(hud_key6[player:get_player_name()], 'text', "labyrinthus_glass.png")
- end
- if balls == 0 then
- player:hud_change(hud_balls[player:get_player_name()], 'text', "Ball: false")
- player:hud_change(hud_balls[player:get_player_name()], 'number', 0xFF0000)
- else
- player:hud_change(hud_balls[player:get_player_name()], 'text', "Ball: true")
- player:hud_change(hud_balls[player:get_player_name()], 'number', 0x00FF00)
- end
+
+ local level_name = ll .. "." .. l
+ player:hud_change(hud_keys[player:get_player_name()], 'number', key*2)
+ player:hud_change(hud_balls[player:get_player_name()], 'number', balls*2)
if ll == 0 then
else
- player:hud_change(hud_levels[player:get_player_name()], 'text', "Level: World "..ll.."."..l)
+ player:hud_change(hud_levels[player:get_player_name()], 'text', "Level: "..level_name)
end
local x = player_inv:get_stack("x", 1):get_count()
local y = player_inv:get_stack("y", 1):get_count()
Some suggestions:
- Somehow find a way get rid of the selection box when you point to the puzzle. It's quite annoying as it obstructs the view to the puzzle
- The slots in the inventory screen are pointless in this game. They should be removed. Maybe the inventory screen could be used for something useful, like showing the Labyrinthus version number
- When will you add sound effects and background music? :P
- If the player completed a level, pressing the jump key should proceed to the next level. If it's the last level, start with the first level of the next world. If there is no next world, do nothing.
- Press sneak to restart level
My idea to get rid of the selection box:
Reduce the hand range to 1 so it is unable to point the puzzle. Remove the reset and world selection nodes and put all level selection controls into the player inventory instead
I also recommend you strip all digging and damage capabilities of the hand.
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Re: [Game/Map]1248's Labyrinthus[1.25.0]
I don't like to change the basic minetest mods, but I can also do this in my labyrinthus mod.Wuzzy wrote:I'm currently at level 173 in World 2 and level 27 in World 3.
The GUI has too much clutter and needs improvements. I have some patches for you. :-)
Patch 1 (manual): Add this to minetest.register_on_joinplayer in default/player.lua:This removes most visual clutter irrelevant to gameplay, like the hotbar and health bar.Code: Select all
player:hud_set_flags({hotbar=false, healthbar=false, breathbar=false, wielditem=false, minimap=false, minimap_radar=false})
Changed in labyrinthus 1.26.0
Ok looks nice. Will be changed soon.Wuzzy wrote: Patch 2: Here's a patch for Labyrinthus 1.25.0 for init.lua in the labyrinthus mod. This contains some HUD tweaks and changes.
The balls and keys HUD is moved to the bottom left and larger icons are used. The text is removed. The icons are only displayed if needed.
The level display is shortened and doesn't go off-screen for low screen heights.
Displays “Please select a level!” if no level is selected.
The version numbers are removed (no reason to show them all the time).
I will do thisWuzzy wrote: - The slots in the inventory screen are pointless in this game. They should be removed.
I will use some sounds from the basic minetest for the flame, tnt...Wuzzy wrote: - When will you add sound effects and background music? :P
But I don't know where to get good sound effects.
Background music is nice, but I think there could be some problems with copyright and own music I very hard.
(I am working on some for Regnum)
I can make this and than I can remove the restart button, but than I have explain a lot...Wuzzy wrote: - If the player completed a level, pressing the jump key should proceed to the next level. If it's the last level, start with the first level of the next world. If there is no next world, do nothing.
- Press sneak to restart level
I also use jump key to throw a ball I don't know If It is good to use the same keys.
Maybe I should use the item-throw key to throw a ball?
I thought about that and maybe I will also change thisWuzzy wrote: My idea to get rid of the selection box:
Reduce the hand range to 1 so it is unable to point the puzzle. Remove the reset and world selection nodes and put all level selection controls into the player inventory instead
Will be done in Labyrinthus 1.26.0Wuzzy wrote: I also recommend you strip all digging and damage capabilities of the hand.
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Re: [Game/Map]1248's Labyrinthus[1.25.0]
https://opengameart.org/
https://freesound.org/
https://freemusicarchive.org/
https://opengameart.org/content/water-splashes
Just make sure you pick libre licenses.
EDIT:
In Labyrinthus 1.25.0, level 2.220, there seems to be a strange bug. Sometimes, the nyan cat disappears for no apparent reason, and the message “The nyancat moved to long” (sic!) appears. There are several reliable movement patterns to trigger it. The shortest one only takes 2 moves: left, down.
BTW: This game is addictive. :D
https://freesound.org/
https://freemusicarchive.org/
https://opengameart.org/content/water-splashes
Just make sure you pick libre licenses.
Why not? You included many Minetest Game mods which are never used in Labyrinthus: boats, carts, killme, give_initial_stuff and more. Labyrinthus is very different from Minetest Game anyway, so you don't have to keep compability.I don't like to change the basic minetest mods
EDIT:
In Labyrinthus 1.25.0, level 2.220, there seems to be a strange bug. Sometimes, the nyan cat disappears for no apparent reason, and the message “The nyancat moved to long” (sic!) appears. There are several reliable movement patterns to trigger it. The shortest one only takes 2 moves: left, down.
BTW: This game is addictive. :D
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Re: [Game/Map]1248's Labyrinthus[1.25.0]
Wuzzy wrote: In Labyrinthus 1.25.0, level 2.220, there seems to be a strange bug. Sometimes, the nyan cat disappears for no apparent reason, and the message “The nyancat moved to long” (sic!) appears. There are several reliable movement patterns to trigger it. The shortest one only takes 2 moves: left, down.
This is not a bug. If you move the nyancat in portal 1 you will teleported to portal 2.
From portal 2 to portal 3 and so on....
If you move left you will move in portal 2 and you will leave portal 3.
Than you move down. --> You move in portal 5 and than you will leave portal 6.
The nyancat will now run down again to portal 5. A cycle is formed.
So after 10 times teleporting I block moving. --> You lose (Like two times hitting a flame)
thxWuzzy wrote:BTW: This game is addictive. :D
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Re: [Game/Map]1248's Labyrinthus[1.25.0]
Ohh! Now I get it! That's interesting. Right, poor Nyan Cat can be stuck in an infinite loop. That's not clear from the message, by the way. I suggest to change it to:
“Oh no! Nyan Cat was teleported 10 times in a row and died of motion sickness!”
;-)
(or something like this.)
“Oh no! Nyan Cat was teleported 10 times in a row and died of motion sickness!”
;-)
(or something like this.)
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