Search found 140 matches

by swartzer
Thu May 14, 2009 9:16 pm
Forum: News
Topic: New Website Features
Replies: 37
Views: 28141

Re: New Website Features

This gets better and better every day. I've been pounding the heck out of it, even though it's beta. And don't worry; I won't throw a hissy if my comments disappear or something. 8)
by swartzer
Tue May 12, 2009 7:57 pm
Forum: News
Topic: New Website Features
Replies: 37
Views: 28141

Re: New Website Features

Woo-hoo, comments are live! Thanks, MD! I also like the new design of the level profile page.
by swartzer
Mon May 11, 2009 7:48 pm
Forum: News
Topic: New Website Features
Replies: 37
Views: 28141

Re: New Website Features

Good question; I forgot to mention that I don't block cookies from anywhere on skylogic.ca.

I also noticed the Search or Filter function doesn't seem to be on the new site; has it been moved someplace? Or not implemented yet? I use it pretty often.
by swartzer
Sun May 10, 2009 10:49 pm
Forum: News
Topic: New Website Features
Replies: 37
Views: 28141

Re: New Website Features

I was thinking the level report feature could somehow be used to point out good levels that were forgotten deep in the archives. But bookmarking a level might have that same effect. And I had seen the account page; what I had not seen yet was the public profile, having assumed that it was the same a...
by swartzer
Sun May 10, 2009 11:19 am
Forum: News
Topic: New Website Features
Replies: 37
Views: 28141

Re: New Website Features

I think highscores should either be per-level only, or else only take into account your best performance on any one level. Otherwise, like Fruktfisk said, someone could cheat by playing the same easy level over and over. Also, people like me who often go back and play the same levels over and over a...
by swartzer
Sun May 10, 2009 12:24 am
Forum: News
Topic: New Website Features
Replies: 37
Views: 28141

Re: New Website Features

This is cool. I like the statistics, and the bookmarks will be useful. About the report function, is that meant solely as a negative thing or can we use it to point out levels that are especially good and deserve notice?

Also, I'm really looking forward to being able to comment on levels!
by swartzer
Tue May 05, 2009 6:53 pm
Forum: Level Design
Topic: Level critiques
Replies: 6
Views: 5649

Re: Level critiques

Now here's a level I really like: Cyber Crab by Ryo Though it isn't terribly challenging for an expert, I think it's about right for mid-level players. The visual design is great, and there's a variety of threats to keep you hopping. You can get a good feeling of progress by knocking off the various...
by swartzer
Tue Apr 28, 2009 8:39 pm
Forum: Level Design
Topic: Level critiques
Replies: 6
Views: 5649

Re: Level critiques

I'm turning this into an (irregular) series, just because we need more traffic on this board. I have no idea if the designers of these levels even bother to read the forums, but maybe the critiques will help others. I'm going to try for a mix of good, bad, and middling levels. Since I hated the last...
by swartzer
Thu Apr 23, 2009 4:33 pm
Forum: Level Design
Topic: Level critiques
Replies: 6
Views: 5649

Level critiques

"WOW" by crazybunny OK, Crazybunny, if you read the forums at all, what was the point of that level? It would have been OK without that tracking laser in the middle, but as is, it's impossible and gets a big fat zero from me. Levels where you inevitably die are no fun. Suggestions: Make a ...
by swartzer
Tue Apr 21, 2009 9:19 am
Forum: News
Topic: Multilingual
Replies: 2
Views: 6089

Re: Multilingual

I don't have a problem with multilanguage support, but I do wish I could read the level titles, because they're often a clue as to what the designer was trying to accomplish, and that affects the ratings I give. (Just as an example, if I see a level named something like "beginner level", I...
by swartzer
Mon Apr 13, 2009 6:10 pm
Forum: Level Design
Topic: I want to know if this level is too hard.
Replies: 2
Views: 4147

Re: I want to know if this level is too hard.

Definitely too hard for beginners, but OK for those who have been playing a while. I'm glad the lasers and the rocket launchers in the middle ring could be destroyed before blowing up the guns on the inner ring and triggering the outer weapons to start firing. To me, that's what saves it from being ...
by swartzer
Thu Apr 09, 2009 4:38 pm
Forum: Off Topic
Topic: Did I start that?
Replies: 14
Views: 16878

Re: Did I start that?

Yeah, I look in here three or four times a week, but usually don't post much. I should think of more to say.
by swartzer
Tue Apr 07, 2009 2:31 pm
Forum: Suggestions and Feedback
Topic: possible bug - empty levels?
Replies: 7
Views: 5724

Re: possible bug - empty levels?

Except I still see empties every so often. It's annoying. Not MD's fault, though; just people mucking around with the editor, as far as I can tell.
by swartzer
Tue Apr 07, 2009 2:21 pm
Forum: Suggestions and Feedback
Topic: New Idea For A Weapon by Omega Destroyer!!! :)
Replies: 14
Views: 9096

Re: New Idea For A Weapon by Omega Destroyer!!! :)

Would the pulsed bullet change directions every time it started moving after a pause? That would be cool. I agree it should stop after the same duration that rockets do; it should probably just vanish at that point, though it might be interesting if it hung around for a while as a stationary obstacle.
by swartzer
Tue Mar 31, 2009 7:42 pm
Forum: Suggestions and Feedback
Topic: New Idea For A Weapon by Omega Destroyer!!! :)
Replies: 14
Views: 9096

Re: New Idea For A Weapon by Omega Destroyer!!! :)

Hearing some more ideas would be cool; maybe we can inspire MD to do some more updates. Some random ideas: A spreader that is less predictable, and fires out at different angles. If twelve random angles would be annoying to code, maybe have it still do the normal twelve-way shot, but just rotate the...