[Game]Labyrinthus[2.14.0]-Create your own levels now!
- 1248
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Re: [Game/Map]1248's Labyrinthus[1.37.0]
Labyrinthus 1.37.0 is released with 10 new levels.
The next version of Labyrinthus will be Labyritnhus 2.0.0, after the the 2.0.0 I will not update Labyrinthus so often.
In the 2.0.0 I will add 16 new levels and I will fix some last bugs. I will not add any sounds sorry for that.
The next version of Labyrinthus will be Labyritnhus 2.0.0, after the the 2.0.0 I will not update Labyrinthus so often.
In the 2.0.0 I will add 16 new levels and I will fix some last bugs. I will not add any sounds sorry for that.
- 1248
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Re: [Game/Map]1248's Labyrinthus[2.0.0]
Labyrinthus 2.0.0 is released with 16 new levels.
World 4 and Labyrinthus are complete. I think I will not work on it anymore, but I will fix bugs if I find some.
I have still ideas for new levels so I will maybe start with a secound part of Labyrinthus.
Thanks to everyone who helped me.
World 4 and Labyrinthus are complete. I think I will not work on it anymore, but I will fix bugs if I find some.
I have still ideas for new levels so I will maybe start with a secound part of Labyrinthus.
Thanks to everyone who helped me.
- Wuzzy
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Congrats!
Congratulations on the 2.0.0 milestone! I think it's time for a little re-review from my side.
First, about 2.0.0:
I'm disappointed there's no sound effects. :-(
For the “final” version I would have expected to see a lot more polish in this game. Levels still seem to take quite long to load. Might as well consider this one a bug.
The “RESET MOVE” button seems to be still very buggy and broken. If you can't fix this, it would be better and easier to just remove or hide this feature.
NOTE: The term “subgame” has been recently discouraged. We use the term “game” now. Check your code to replace all player-facing instances of “subgame” with “game”.
I haven't really played a lot of levels in World 4 yet, I'll let you know when I'm through. :-)
But I acknowledge the polish has been steadily improved in the past versions.
About Labyrinthus in general:
The graphics are generally better than in the first versions, but overall I still think they are kinda meh. The “MS Paint impression” just doesn't quite go away. ;-)
I don't like the background music, it seems pretty dull. Good thing it's not enabled by default.
The gameplay concept as such is simple and fun, it kept (and keeps) me busy for a while. There's nothing really innovative about the concept, but if all you want is a simple puzzle game, this is good. The best part of the game is definitely the very large number of levels. A lot of games with great gameplay concepts run out of content way too early, which is such a shame. Focusing on the levels was definitely the right thing to do.
Although I was kind of annoyed to see some levels just being duplicated. This was a mistake. There's absolutely no reason for keeping the duplicates. Even if you remove all the duplicates, there would still be a ton of levels left.
Technically, the game is not well executed. I've looked at the code and there's a TON of redundancies and it's a pain to read. I think a lot of problems in your code will disappear when you simply start attacking those reduncancies. E.g. instead of copying code verbatim, use a function. Get your indentations right. There's also a ton of unused dead code flying around. It's better to delete unused cruft. “local” is your new best friend. These are just a few very simple ways to improve the codebase.
Overall, I still enjoyed this game, even with all these rough edges. The current biggest problems with this game is simply the lack of polish (at least it kept improving) and sounds.
The controls are still kind of weird, but at least it's usable as soon you got used to it. It's not hard to learn.
The controls scheme is currently just too strange: Think about this:
“Hi player! It's simple! You have to click on the on-screen blocks to change the level or undo a move, but to reset a level, you can NOT click on an on-screen block, you have to press the shift key instead which you will totally be NOT told in the game.”
XD
It's not hard to get controls right, the important part is that they have to follow some logic and be more or less consistent and follow conventions. Users don't like surprises.
A hidden control (like the level reset key currently is) is almost always a very bad idea.
The on-screen GUI is in an acceptable state now. All the cruft is gone and the important game state (keys, balls and current level ID) are all displayed on-screen and clearly visible.
My only minor woe is the presence of the crosshair, which you sadly still need because of the clickable level blocks.
I'm still not done with all the levels yet, but when I'm done, I will of course write again. :-)
But well, maybe you want to move on with other things. That's understandable and I totally respect that.
Since you probably won't do many updates anymore, my only serious suggestion for the future versions is to focus on bugfixes and to make sure that Labyrinthus is stable. Especially RESET MOVE.
Thank you for creating Labyrinthus!
First, about 2.0.0:
I'm disappointed there's no sound effects. :-(
For the “final” version I would have expected to see a lot more polish in this game. Levels still seem to take quite long to load. Might as well consider this one a bug.
The “RESET MOVE” button seems to be still very buggy and broken. If you can't fix this, it would be better and easier to just remove or hide this feature.
NOTE: The term “subgame” has been recently discouraged. We use the term “game” now. Check your code to replace all player-facing instances of “subgame” with “game”.
I haven't really played a lot of levels in World 4 yet, I'll let you know when I'm through. :-)
But I acknowledge the polish has been steadily improved in the past versions.
About Labyrinthus in general:
The graphics are generally better than in the first versions, but overall I still think they are kinda meh. The “MS Paint impression” just doesn't quite go away. ;-)
I don't like the background music, it seems pretty dull. Good thing it's not enabled by default.
The gameplay concept as such is simple and fun, it kept (and keeps) me busy for a while. There's nothing really innovative about the concept, but if all you want is a simple puzzle game, this is good. The best part of the game is definitely the very large number of levels. A lot of games with great gameplay concepts run out of content way too early, which is such a shame. Focusing on the levels was definitely the right thing to do.
Although I was kind of annoyed to see some levels just being duplicated. This was a mistake. There's absolutely no reason for keeping the duplicates. Even if you remove all the duplicates, there would still be a ton of levels left.
Technically, the game is not well executed. I've looked at the code and there's a TON of redundancies and it's a pain to read. I think a lot of problems in your code will disappear when you simply start attacking those reduncancies. E.g. instead of copying code verbatim, use a function. Get your indentations right. There's also a ton of unused dead code flying around. It's better to delete unused cruft. “local” is your new best friend. These are just a few very simple ways to improve the codebase.
Overall, I still enjoyed this game, even with all these rough edges. The current biggest problems with this game is simply the lack of polish (at least it kept improving) and sounds.
The controls are still kind of weird, but at least it's usable as soon you got used to it. It's not hard to learn.
The controls scheme is currently just too strange: Think about this:
“Hi player! It's simple! You have to click on the on-screen blocks to change the level or undo a move, but to reset a level, you can NOT click on an on-screen block, you have to press the shift key instead which you will totally be NOT told in the game.”
XD
It's not hard to get controls right, the important part is that they have to follow some logic and be more or less consistent and follow conventions. Users don't like surprises.
A hidden control (like the level reset key currently is) is almost always a very bad idea.
The on-screen GUI is in an acceptable state now. All the cruft is gone and the important game state (keys, balls and current level ID) are all displayed on-screen and clearly visible.
My only minor woe is the presence of the crosshair, which you sadly still need because of the clickable level blocks.
I'm still not done with all the levels yet, but when I'm done, I will of course write again. :-)
But well, maybe you want to move on with other things. That's understandable and I totally respect that.
Since you probably won't do many updates anymore, my only serious suggestion for the future versions is to focus on bugfixes and to make sure that Labyrinthus is stable. Especially RESET MOVE.
Thank you for creating Labyrinthus!
- 1248
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Re: Congrats!
I don't know why levels take long to load, because they load immediately on my computer.Wuzzy wrote: Levels still seem to take quite long to load. Might as well consider this one a bug.
The “RESET MOVE” button seems to be still very buggy and broken.
The “RESET MOVE” button only resets the last move
I improved thatWuzzy wrote: NOTE: The term “subgame” has been recently discouraged. We use the term “game” now. Check your code to replace all player-facing instances of “subgame” with “game”.
I removed dead code and I used functions --> I removed over 3500 lines, but there is still a lot to doWuzzy wrote: Technically, the game is not well executed. I've looked at the code and there's a TON of redundancies and it's a pain to read. I think a lot of problems in your code will disappear when you simply start attacking those reduncancies. E.g. instead of copying code verbatim, use a function. Get your indentations right. There's also a ton of unused dead code flying around. It's better to delete unused cruft. “local” is your new best friend. These are just a few very simple ways to improve the codebase.
Ok, but I can't use any more key for undo a move (or I don't know wich and how).Wuzzy wrote: The controls are still kind of weird, but at least it's usable as soon you got used to it. It's not hard to learn.
The controls scheme is currently just too strange: Think about this:
“Hi player! It's simple! You have to click on the on-screen blocks to change the level or undo a move, but to reset a level, you can NOT click on an on-screen block, you have to press the shift key instead which you will totally be NOT told in the game.”
XD
It's not hard to get controls right, the important part is that they have to follow some logic and be more or less consistent and follow conventions. Users don't like surprises.
A hidden control (like the level reset key currently is) is almost always a very bad idea.
So I can only add a new on-screen block for reseting a level.
Some In-game help will also come.
I will work on Labyrinthus in the future but I will not add levels every week. If I find bugs I will try to remove them.Wuzzy wrote: But well, maybe you want to move on with other things. That's understandable and I totally respect that.
Since you probably won't do many updates anymore, my only serious suggestion for the future versions is to focus on bugfixes and to make sure that Labyrinthus is stable. Especially RESET MOVE.
Thank you for creating Labyrinthus!
But Labyrinthus is not my main project for minetest anymore.
I will try to finish my other games and I am also working on a new game......
If the new 2.0.1 have to many bugs use to old 2.0.0
- 1248
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Re: [Game/Map]Labyrinthus[2.0.5]
I am happy to announce many new updates for this game.
I am working on world 5 with many new levels and blocks with new functions.
I will also work on some old bugs and problems.
For my first new update I have increased the maximum size of a level from 18x10 to 20x12, added 10 new levels and many new blocks.
I am working on world 5 with many new levels and blocks with new functions.
I will also work on some old bugs and problems.
For my first new update I have increased the maximum size of a level from 18x10 to 20x12, added 10 new levels and many new blocks.
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Re: [Game]Labyrinthus[2.1.0]
Labyrinthus 2.1.0 is released.
As announced, I added 10 new levels and I have increased the maximum size of a level from 18x10 to 20x12
You will not need the Map anymore.
I can now upload this version to the ContentDB.
As announced, I added 10 new levels and I have increased the maximum size of a level from 18x10 to 20x12
You will not need the Map anymore.
I can now upload this version to the ContentDB.
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Re: [Game]Labyrinthus[2.1.0]
Thanks, this is very nice :)
- BuckarooBanzay
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Re: [Game]Labyrinthus[2.1.0]
I have some issues with that game:
Right after the cat hits the rainbow..
Code: Select all
2019-07-28 17:17:00: ERROR[Main]: ServerError: AsyncErr: environment_Step: Runtime error from mod 'labyrinthus' in callback environment_Step(): basic_string::_M_construct null not valid
2019-07-28 17:17:00: ERROR[Main]: stack traceback:
2019-07-28 17:17:00: ERROR[Main]: [C]: at 0x565035740530
2019-07-28 17:17:00: ERROR[Main]: ...as/.minetest/games/labyrinthus/mods/labyrinthus/init.lua:2410: in function 'move'
2019-07-28 17:17:00: ERROR[Main]: ...as/.minetest/games/labyrinthus/mods/labyrinthus/init.lua:2493: in function 'Up'
2019-07-28 17:17:00: ERROR[Main]: ...as/.minetest/games/labyrinthus/mods/labyrinthus/init.lua:2673: in function 'Up2'
2019-07-28 17:17:00: ERROR[Main]: ...as/.minetest/games/labyrinthus/mods/labyrinthus/init.lua:639: in function <...as/.minetest/games/labyrinthus/mods/labyrinthus/init.lua:623>
2019-07-28 17:17:00: ERROR[Main]: /usr/share/minetest/builtin/game/register.lua:419: in function </usr/share/minetest/builtin/game/register.lua:399>
2019-07-28 17:17:00: ERROR[Main]: stack traceback:
- 1248
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Re: [Game]Labyrinthus[2.2.0]
Labyrinthus 2.2.0 is released with 15 new Levels and the bug should be fixed.
- Wuzzy
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Re: [Game]Labyrinthus[2.3.0]
I like the new levels. :-)
I suggest to hide the item counts of keys (and balls, and other collectible stuff) if the number is 0. It's too distracting otherwise.
EDIT: Crash in 2.3.0 when selecting level 4.42:
I suggest to hide the item counts of keys (and balls, and other collectible stuff) if the number is 0. It's too distracting otherwise.
EDIT: Crash in 2.3.0 when selecting level 4.42:
Code: Select all
2019-09-15 14:13:46: WARNING[Main]: Client side scripting is disabled by client.
2019-09-15 14:13:46: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object. (at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1277)
2019-09-15 14:13:46: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object. (at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1278)
2019-09-15 14:13:46: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object. (at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1279)
2019-09-15 14:13:46: WARNING[Server]: Call to deprecated function 'setpos', please use 'set_pos' at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1281
2019-09-15 14:13:46: WARNING[Server]: Undeclared global variable "creative" accessed at /home/wuzzy/.minetest/games/labybrinthus/mods/map/init.lua:16
2019-09-15 14:13:46: WARNING[Server]: Undeclared global variable "d" accessed at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:727
2019-09-15 14:13:46: WARNING[Server]: Undeclared global variable "d" accessed at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:738
2019-09-15 14:13:50: WARNING[Server]: Assignment to undeclared global "lv" inside a function at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4660.
2019-09-15 14:13:50: WARNING[Server]: Assignment to undeclared global "formspec" inside a function at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4665.
2019-09-15 14:13:53: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'labyrinthus' in callback on_playerReceiveFields(): ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:3910: attempt to index local 'lv' (a nil value)
2019-09-15 14:13:53: ERROR[Main]: stack traceback:
2019-09-15 14:13:53: ERROR[Main]: ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:3910: in function 'New'
2019-09-15 14:13:53: ERROR[Main]: ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4958: in function <...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4843>
2019-09-15 14:13:53: ERROR[Main]: /usr/share/minetest/builtin/game/register.lua:419: in function </usr/share/minetest/builtin/game/register.lua:399>
- 1248
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Re: [Game]Labyrinthus[2.3.0]
Oh no, I think you have installed it over the Content DB and there is a typo in the technical name.Wuzzy wrote:I like the new levels. :-)
I suggest to hide the item counts of keys (and balls, and other collectible stuff) if the number is 0. It's too distracting otherwise.
EDIT: Crash in 2.3.0 when selecting level 4.42:
Code: Select all
2019-09-15 14:13:46: WARNING[Main]: Client side scripting is disabled by client. 2019-09-15 14:13:46: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object. (at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1277) 2019-09-15 14:13:46: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object. (at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1278) 2019-09-15 14:13:46: WARNING[Server]: WARNING: minetest.setting_* functions are deprecated. Use methods on the minetest.settings object. (at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1279) 2019-09-15 14:13:46: WARNING[Server]: Call to deprecated function 'setpos', please use 'set_pos' at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:1281 2019-09-15 14:13:46: WARNING[Server]: Undeclared global variable "creative" accessed at /home/wuzzy/.minetest/games/labybrinthus/mods/map/init.lua:16 2019-09-15 14:13:46: WARNING[Server]: Undeclared global variable "d" accessed at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:727 2019-09-15 14:13:46: WARNING[Server]: Undeclared global variable "d" accessed at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:738 2019-09-15 14:13:50: WARNING[Server]: Assignment to undeclared global "lv" inside a function at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4660. 2019-09-15 14:13:50: WARNING[Server]: Assignment to undeclared global "formspec" inside a function at ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4665. 2019-09-15 14:13:53: ERROR[Main]: ServerError: AsyncErr: ServerThread::run Lua: Runtime error from mod 'labyrinthus' in callback on_playerReceiveFields(): ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:3910: attempt to index local 'lv' (a nil value) 2019-09-15 14:13:53: ERROR[Main]: stack traceback: 2019-09-15 14:13:53: ERROR[Main]: ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:3910: in function 'New' 2019-09-15 14:13:53: ERROR[Main]: ...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4958: in function <...y/.minetest/games/labybrinthus/mods/labyrinthus/init.lua:4843> 2019-09-15 14:13:53: ERROR[Main]: /usr/share/minetest/builtin/game/register.lua:419: in function </usr/share/minetest/builtin/game/register.lua:399>
I will change the item counts in 2.4.0
- 1248
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Re: [Game]Labyrinthus[2.3.0]
I can't work on this game anymore until the typo is removed. I would not like to work with a wrong technical name.
So someone has to remove the Game from the ContentDB or change the technical name otherwise I will not work on this game anymore. I am so sorry for this.
So someone has to remove the Game from the ContentDB or change the technical name otherwise I will not work on this game anymore. I am so sorry for this.
- Wuzzy
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Re: [Game]Labyrinthus[2.3.0]
Shortname has been changed.
To everyone who downloaded this game via Content DB: If you don't have meaningful progress yet, just delete the old game and worlds and re-download it again.
BUT if you had meaningful progress, you need to do some manual fixing (sorry).
1) Change the game directory name of this game manually to “labyrinthus”.
2) Edit world files: Open worlds/<worldname>/world.mt in a text editor. Change the line that starts with “gameid =” to “gameid = labyrinthus”.
After this, you should be able to play normally again, with your progress available again.
To everyone who downloaded this game via Content DB: If you don't have meaningful progress yet, just delete the old game and worlds and re-download it again.
BUT if you had meaningful progress, you need to do some manual fixing (sorry).
1) Change the game directory name of this game manually to “labyrinthus”.
2) Edit world files: Open worlds/<worldname>/world.mt in a text editor. Change the line that starts with “gameid =” to “gameid = labyrinthus”.
After this, you should be able to play normally again, with your progress available again.
- 1248
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Re: [Game]Labyrinthus[2.4.0]
Labyrinthus 2.4.0 is released with 15 new levels and some new blocks
I'm also happy to announce that I'm working on an editor that will allow players to create their own levels.
I will change this but I will add new collectible stuff and I don't want to chance something twice or fix something if I add a new collectible item, but I will fix this before the 3.0.0Wuzzy wrote:I suggest to hide the item counts of keys (and balls, and other collectible stuff) if the number is 0. It's too distracting otherwise.
I'm also happy to announce that I'm working on an editor that will allow players to create their own levels.
- BuckarooBanzay
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Re: [Game]Labyrinthus[2.4.0]
Can you elaborate on this? I'm curious... :)1248 wrote: I'm also happy to announce that I'm working on an editor that will allow players to create their own levels.
I did something similar with the epic mod (viewtopic.php?f=9&t=23558) ...
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Re: [Game]Labyrinthus[2.5.0]
I released Labyrinthus 2.5.0 yesterday. You have now an ingame Editor to create your own levels.
You have also a import function to import some levels into your editor. You can find your levels in the World folder.
You can post your level here. You can not use all blocks in the editor yet. I will add them in the next few updates.
You can use the editor if you open the inventory.
You have also a import function to import some levels into your editor. You can find your levels in the World folder.
You can post your level here. You can not use all blocks in the editor yet. I will add them in the next few updates.
You can use the editor if you open the inventory.
I haven't done this yet, but I hope I can change this in Labyrinthus 2.6.0Wuzzy wrote:I suggest to hide the item counts of keys (and balls, and other collectible stuff) if the number is 0. It's too distracting otherwise.
Re: [Game]Labyrinthus[2.5.0]
Nice game, thanks 1248!
But something seems to have gone wrong with the 2.5.0 release. I downloaded the game from inside minetest 5.1.1 and Labyrinthus' "Game Version" shows as 2.3.0. I also can't see any in-game editor. Nevertheless, game.conf contains "release = 2937", which seems to match version 2.5.0.
Two things would be nice improvements to the game, if they are feasible: sound effects (as Wuzzy already said) and if the nyancat would move faster (controls feel a bit sluggish). But these are just wishlist items...
But something seems to have gone wrong with the 2.5.0 release. I downloaded the game from inside minetest 5.1.1 and Labyrinthus' "Game Version" shows as 2.3.0. I also can't see any in-game editor. Nevertheless, game.conf contains "release = 2937", which seems to match version 2.5.0.
Two things would be nice improvements to the game, if they are feasible: sound effects (as Wuzzy already said) and if the nyancat would move faster (controls feel a bit sluggish). But these are just wishlist items...
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Re: [Game]Labyrinthus[2.5.0]
Labyrinthus 2.6.0 is released.
You can now use 16 new blocks in the editor and solve 15 new levels.
You can now use 16 new blocks in the editor and solve 15 new levels.
Sorry, I am not working sound effects, but I think the nyancat moves now a bit faster. I will still work on it.stdh wrote: Two things would be nice improvements to the game, if they are feasible: sound effects (as Wuzzy already said) and if the nyancat would move faster (controls feel a bit sluggish). But these are just wishlist items...
I am still working on something, but I hope I will change it for the 2.7.0Wuzzy wrote:I suggest to hide the item counts of keys (and balls, and other collectible stuff) if the number is 0. It's too distracting otherwise.
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Re: [Game]Labyrinthus[2.6.0]
In level 5.34 (version 2.6.0), I managed to freeze Minetest.
How to do it: Collect the cyan ball and move the right arrow block to the spot to blocks above the cyan up arrow, don't touch anything else. The left and right arrows should face each other. Now walk upwards to the up arrow and Minetest freezes!
In the editor, if you click "Create" or "Import", the window that appears looks a little broken (overlapping text, “own_level”).
By the way, I think the new level editor is really really tedious for creating levels. There is no quick way to set many blocks in a short time … Not that I really care about this, the game has tons of levels anyway. :P
EDIT: You can't play World 4 right now. If you try, you jump into a World 5 level instead.
BTW: Thanks for the new levels, I liked them! ^^
How to do it: Collect the cyan ball and move the right arrow block to the spot to blocks above the cyan up arrow, don't touch anything else. The left and right arrows should face each other. Now walk upwards to the up arrow and Minetest freezes!
In the editor, if you click "Create" or "Import", the window that appears looks a little broken (overlapping text, “own_level”).
By the way, I think the new level editor is really really tedious for creating levels. There is no quick way to set many blocks in a short time … Not that I really care about this, the game has tons of levels anyway. :P
EDIT: You can't play World 4 right now. If you try, you jump into a World 5 level instead.
BTW: Thanks for the new levels, I liked them! ^^
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