[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
Re: [Enigma-devel] New levels / Various
From: |
Edwin Groothuis |
Subject: |
Re: [Enigma-devel] New levels / Various |
Date: |
Fri, 14 Mar 2003 09:09:46 +1100 |
User-agent: |
Mutt/1.4i |
On Thu, Mar 13, 2003 at 05:10:36PM -0000, Nat Pryce wrote:
> From: "Daniel Heck" <address@hidden>
> > > * I'm missing a hotkey or button in the menu to jump to next
> > > _unsolved_ level.
> >
> > Another good idea...
> >
> > > * When the level-code of a level is broken during design, you don't
> > > see any error message (and I did not find any file containing
> > > messages). The level simply doesn't start, so I had to comment out
> > > line by line to find the error. boring... :)
>
> I think that after you complete a level, Enigma should start the next
> *unsolved* level. I play levels out of sequence, choosing puzzle levels or
> arcade levels depending on how well my brain is working at the time.
And you should have the option to save the state of a level and
reload it. I've done all the easy ones and have the big difficult
ones leftover. I know I can just try it often enough to finish them,
but ending in the same trap for ten times in a row because the field
is sloping there isn't my idea of a good time, specially not if it
takes me half an hour to move through other screens to get there.
Maybe it should only work if you start enigma with a
--amalooserwhocantsolveitinonego. Anyway, it's better than editing
the lua-files :-)
Edwin
--
Edwin Groothuis | Personal website: http://www.mavetju.org
address@hidden | Weblog: http://www.mavetju.org/weblog/weblog.php