hi, > >That's good! I thought I would always be making very simple levels! > > "Fatal Attraction IV" has a bug with its borders, but nothing that can't be > repaired. Yet, it somehow leaves the framework of "Fatal Attraction I-III", > as there aren't any rubberbands. > And it's much easier than the first three, as you can totally circumvent > the rotors. My suggestion: Give each of the two >hiding-places a second > exit to the side (some kind of back-door), which opens at the same time > with the first one. > Then add rubber-bands between the marbles and the rotors. > So you can get out of your hideaway if you're fast enough. > > >That's a good Idea > > In "Hmm?" there seems to be at least one bug; shouldn't it be > Signal ("st(1 4)","st(3 4)") > instead of > Signal ("st(1 4)","it(3 4)") ? did you select "target: item" in BBE or is that a BBE bug? > > >I didn't code the level myself, it was written by BlackBallEd > > Maybe this should be with the other signal to an item as well. The overall > idea is suited for a beginner's level, to learn that some walls aren't > walls. But I'm not yet convinced. Is it intentional that the > "trapped"-message is wrong? (You aren't trapped, as the walls are movable.) > > >There is a problem with the walls, I don't know how to stop them from > > being moveable. just load the level in BBE, select the new stone type and hit "DrawBorder"
greets FilE ___________________________________________________________ Telefonate ohne weitere Kosten vom PC zum PC: http://messenger.yahoo.de _______________________________________________ Enigma-devel mailing list Enigma-devel@nongnu.org http://lists.nongnu.org/mailman/listinfo/enigma-devel