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Comments for Midori World

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MTKMTK

2009/11/2

Anyway, Linux has neither Lucida Console nor Courier New.
plcsplcs

2009/11/5

Enjoyable so far, and really like the focus as it fits the aim of the competition. Look forward to seeing more levels soon, keep up the good work!
A new version of this scenario was uploaded on Sun Nov 08 19:54:57 UTC 2009
kenshinakhkenshinakh

2009/11/8

Thanks, I think I now made the text show up with the system's default monospaced font (whether that is dejavu sans mono or courier, etc.), whatever monospaced font you system has. Hope it works though xD. I also added control setting options, so you can change the keys to your likings. I added "load game" but it's not as cool as I hoped... (I was going to use php and mysql, but java applet's security won't let you access servers outside of the server it is on.). I also fixed the intro and made it a little less boring. Oh, and one more map. I also gave credits to the music (but you can't see it yet because it's in the source code xD.)
MTKMTK

2009/11/8

Very good! The letters are just a bit too close but nothing too noticeable, much better then before. Music is nice, too. I see that in the background scene with that puddle there is a sign reading "Warning Sweage". Did you mean Sewage?
kenshinakhkenshinakh

2009/11/8

Thanks! Oh haha. Yeah I meant sewage*. I seem to have a lot spelling issues as of late hm. I'll get that fixed soon. By the way, the mp3 player isn't lagging anyone right? I try to keep the mp3 thread running on low priority so that the game might lag less.
MTKMTK

2009/11/8

I didn't notice any lagging.
spacebluespaceblue

2009/11/9

Wonderful =) Keep up the great work!
plcsplcs

2009/11/9

Nice work, that final level took a lot of repeating and quick jumping to do! Looks like you are planning over 6 areas, how many mini maps per part? Looking forward to see more! :)
kenshinakhkenshinakh

2009/11/9

Thanks. I plan for each area to have around 10 maps, or more if the level needs more to fully explain the story :). I'll try to get out the rest of the map for the first level, and then the next part of the story, and hopefully I can finish the maps of teh 2nd level by this weekend. It might take a while though because I programming bottom-up instead of top-down. but now that I got most of the base code working, building on top of that should be a lot faster than the past 2-3 weeks.
MTKMTK

2009/11/9

I noticed that the capability to jump off walls twice is not reset when you land on a platform, it only is when you land on the ground.
MTKMTK

2009/11/9

And it there a way to not have to go through the whole intro every time you make an update?
kenshinakhkenshinakh

2009/11/9

Hm I'll fix that jump glitch soon then. I think already made something that lets you not go through a certain part of the game. It's called "load game" or in this case, the code that is said in the intro. I'll post all the codes up once i have more. but for skipping the intro, use "SVGAREA_A1" without the quotes to skip the intro. Pretty much, whenever a code like that is said in the game, it'll let you skip the game to the part that comes rigth after all the text.
kenshinakhkenshinakh

2009/11/9

Hm I'll fix that jump glitch soon then. I think already made something that lets you not go through a certain part of the game. It's called "load game" or in this case, the code that is said in the intro. I'll post all the codes up once i have more. but for skipping the intro, use "SVGAREA_A1" without the quotes to skip the intro. Pretty much, whenever a code like that is said in the game, it'll let you skip the game to the part that comes rigth after all the text.
kenshinakhkenshinakh

2009/11/9

Ah I'm not sure how that double post happened... it must be the network here at school...
MTKMTK

2009/11/9

That's wonderful that I don't have to go through that whole intro just to see the latest update.
A new version of this scenario was uploaded on Tue Nov 10 08:40:49 UTC 2009
kenshinakhkenshinakh

2009/11/10

Okay, so I put in 2 new levels. They're untested... a bit (well I tested them, but usually I have my little bro test.). I have no idea where I came up with the design for the creatures. they don't look like much xD. Btw, the load game code to skip to it is: SVGAREA_A6. for the people who have already played through and want to not play thorugh again. They might be too hard, so I might change them if people think so..
kenshinakhkenshinakh

2009/11/10

Also wondering, is anyone having trouble typing in? For me, the load game thing is kinda unresponsize... I'm not sure why either because it works fine in greenfoot. I'll have to look into it later if it becomes a problem.
MTKMTK

2009/11/10

The levels with the filth monsters were quite hard but I still did them first try! The load game text entry works fine for me.
A new version of this scenario was uploaded on Wed Nov 11 07:23:30 UTC 2009
kenshinakhkenshinakh

2009/11/11

Thanks, added one more level. It's a bit easy i think. I mgith have to make it harder. but anyways. Code is SVGAREA_A8
kenshinakhkenshinakh

2009/11/11

Oh I also fixed teh mp3 music that plays when the scenario is resetted. And I fixed a few maps glitches.
A new version of this scenario was uploaded on Sat Nov 14 22:16:44 UTC 2009
kenshinakhkenshinakh

2009/11/14

Text is now skippable by pressing enter. Also, I fixed up the text boxes to calculate height better so that text wont get cut off. Added one more lvl, sorry if things been going a little slow... this week was a busy week. Load Game code is displayed up on top.
MTKMTK

2009/11/16

I am completely unable to do the power grid level!
kenshinakhkenshinakh

2009/11/16

Ah I see... It seems a lot of my friends have trouble beating that level. xD Which parts did you find hard? Should I put in flashing tips that point players in the right direction? Because I know that it is beatable if the players know which switches to try pulling.
MTKMTK

2009/11/16

I have no idea what switch to pull and when, and when get halfway through I am completely surrounded by filth monsters appearing from nowhere and then it's game over every time.
kenshinakhkenshinakh

2009/11/16

Thanks for the quick reply. I'll get this map fixed up real soon (by that, I will add hints, and make the monsters pop out in a more believable fashion.) I'll add more healing spots in that map too b/c even I have trouble beating that level with more than 20 hp.
A new version of this scenario was uploaded on Tue Nov 17 00:43:12 UTC 2009
MTKMTK

2009/11/17

I made it through!
kenshinakhkenshinakh

2009/11/17

That's good :) that it's not too hard now.
A new version of this scenario was uploaded on Sun Nov 22 18:33:55 UTC 2009
kenshinakhkenshinakh

2009/11/22

Alright so new update, i added 2 new levels, and there's a new power availiable for use. Tell me what you guys think so far about this game. (an also, is it keeping w/ the theme well? just checking again.). New area codes are posted up on top.
A new version of this scenario was uploaded on Sun Nov 22 18:44:23 UTC 2009
kenshinakhkenshinakh

2009/11/22

quick bug fix. I capitilized somethign wrong, and it caused the game to lag a lot. hope it works fine now.
A new version of this scenario was uploaded on Sun Nov 22 20:10:23 UTC 2009
A new version of this scenario was uploaded on Tue Nov 24 02:07:24 UTC 2009
kenshinakhkenshinakh

2009/11/24

Just wondering, how's the 2 new levels and the sprint power? (Also, are people getting frustrated/stuck on the last map of area a?). Thanks for your input and time.
plcsplcs

2009/11/24

Map 10a can be a little bit tough, but you can hide in the light of the middle lamp and heal up to full, just a lot of wall jumping to complete it. The newest two levels aren't as difficult but still adds a little, the sprint power does seem to drain very fast though.
kenshinakhkenshinakh

2009/11/24

Thanks for the feedback. Should I lower the drain speed of the sprint power? Because I want it to be at a good speed that will make sure players will use the suit's energy wisely. (Also, which types of maps do you guys llke? I plan to add more maps that can be more fun for people.)
plcsplcs

2009/11/25

I'm always a fan of puzzle levels that provide multiple routes to complete different objects. IE; more than one way to complete it but some might become more difficult than others. Although I know this is rather hard to fit into a small level! Otherwise yours have good level of difficulty, they require some thought process, which is always good :)
MTKMTK

2009/11/27

Somehow the message boxes glitched when I clicked/pressed anter a few times rapidly and caused the part with the hologram to repeat in the game level and then another charater to appear in the level, both operated by the arrow keys.
MTKMTK

2009/11/27

And now it forces me to do each level twice!?!?
kenshinakhkenshinakh

2009/11/27

Hmm I see. I'll try to find this glitch as soon as possible. By the way, could you point out exactly how you got to that glitch? Because I've tried clicking rapidly, but it hasn't hit that glitch yet. So I think there's another thing that's causing problem in my game.
A new version of this scenario was uploaded on Fri Nov 27 21:28:33 UTC 2009
kenshinakhkenshinakh

2009/11/27

Okay, I added 4 new levels. I hope they're fun... And I fixed a few things, view changelog for more info. Game can now be paused and main menu can be accesed in game by pressing escape. MTK, I'm still looking for that bug you encountered. Let me know if you find anything.
MTKMTK

2009/11/27

That level where the switchable walls form a grid is IMPOSSIBLE!
kenshinakhkenshinakh

2009/11/27

XD. Hm it's one of the maps where there's a large number of solutions. Hint: if you have trouble and keep dying, try using the walls to take out the creatures. Also, you're suppose to get to the top flashing red switch. It's the universal switch.
MTKMTK

2009/11/28

I can't say that I like having to randomly flip those switches in all those levels hoping that one combination may let me through.