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  #51  
Old 05-16-2008, 04:33 PM
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oh that nakes sense...
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  #52  
Old 06-26-2008, 12:33 AM
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Default Thanks to all the players

Well, I'd like to thank you all for playing and testing out Topple and leaving your nice and nasty comments about it.

To answer some of these questions a bit more in-depth, here's the creator himself.

The problem with the game that made me make the jumping the way it is is because you can't be crushed, unlike in Avalanche where you can easily be crushed.

Since my game was similar but still much different from the lovable Avalanche, I couldn't leave all the control ideas the same.

So, to answer the question "Why do jumps sometimes just not work?"

The truth is, they always work, if you have a jump stored. To store a jump you must land on the initial starting ground or ON THE TOP HALF OF ANY CIRCLE. Reason being I don't feel that you should be rewarded with another jump for hitting the underbelly of a large circle. Thus making the jumping a bit more skill geared.

Now, the reason behind the falling before the score is submitted is because the game idea is to survive as long as you can without falling into the water. If you fall into the water with your score at 300, you survived a lot longer than someone who's highest score was 300, because they may have fallen and ended up at 260. So, really, the high scores are the exact same in different context, because the game always ends the same way.

The circles disappear because they "drown" and I had to get rid of them somehow, for that 'topple' effect, when the bigger circles that sank to the bottom disappear, the ones you're on will fall you and must find a way to survive (normally by falling with it and jumping before you hit the water)

And lastly, no, there is no such thing as a stored double jump. If you get one, you're lucky and I don't know why it happens.

As for a few tips and tricks for the game, I have some.

If anyone noticed, you can jump higher and higher if you time your jumps right before you hit the ground. If you don't believe me, give it a shot.

When in doubt, jump into a big circle that could easily crush you, before it falls on the other circles. While you get smashed down to the ground, it slows the circle down, making the movement of the other circles less noticeable, and your ride to the top more smooth.

If you see a locked circle, it means it's decaying, it will disappear soon. If you stand on that, you're most likely doomed. If the circle you're standing on is supported by a locked circle, MOVE!

The biggest circles in the game don't float, do not attempt to use them as ground to stand, and they often push their way through other circles because of how massive they are.

That's all for my tips and tricks section, but you can add your own if you want.

Thanks again to everyone who enjoyed or didn't enjoy playing, and who voiced their reasons why. May I see you guys back sometime, with a new game in my hands.
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  #53  
Old 06-26-2008, 12:37 AM
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Quote:
Originally Posted by noobjam View Post
Well, I'd like to thank you all for playing and testing out Topple and leaving your nice and nasty comments about it.

To answer some of these questions a bit more in-depth, here's the creator himself.

The problem with the game that made me make the jumping the way it is is because you can't be crushed, unlike in Avalanche where you can easily be crushed.

Since my game was similar but still much different from the lovable Avalanche, I couldn't leave all the control ideas the same.

So, to answer the question "Why do jumps sometimes just not work?"

The truth is, they always work, if you have a jump stored. To store a jump you must land on the initial starting ground or ON THE TOP HALF OF ANY CIRCLE. Reason being I don't feel that you should be rewarded with another jump for hitting the underbelly of a large circle. Thus making the jumping a bit more skill geared.

Now, the reason behind the falling before the score is submitted is because the game idea is to survive as long as you can without falling into the water. If you fall into the water with your score at 300, you survived a lot longer than someone who's highest score was 300, because they may have fallen and ended up at 260. So, really, the high scores are the exact same in different context, because the game always ends the same way.

The circles disappear because they "drown" and I had to get rid of them somehow, for that 'topple' effect, when the bigger circles that sank to the bottom disappear, the ones you're on will fall you and must find a way to survive (normally by falling with it and jumping before you hit the water)

And lastly, no, there is no such thing as a stored double jump. If you get one, you're lucky and I don't know why it happens.

As for a few tips and tricks for the game, I have some.

If anyone noticed, you can jump higher and higher if you time your jumps right before you hit the ground. If you don't believe me, give it a shot.

When in doubt, jump into a big circle that could easily crush you, before it falls on the other circles. While you get smashed down to the ground, it slows the circle down, making the movement of the other circles less noticeable, and your ride to the top more smooth.

If you see a locked circle, it means it's decaying, it will disappear soon. If you stand on that, you're most likely doomed. If the circle you're standing on is supported by a locked circle, MOVE!

The biggest circles in the game don't float, do not attempt to use them as ground to stand, and they often push their way through other circles because of how massive they are.

That's all for my tips and tricks section, but you can add your own if you want.

Thanks again to everyone who enjoyed or didn't enjoy playing, and who voiced their reasons why. May I see you guys back sometime, with a new game in my hands.
for once, you post!
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  #54  
Old 06-26-2008, 01:53 AM
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When gaz comes around next I'll show him this. Maybe he can update it. Whenever you have a stored jump the x in the middle of your circle rotates and turns orange.
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  #55  
Old 06-26-2008, 03:17 PM
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I'm not too good at this game
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  #56  
Old 06-28-2008, 03:29 AM
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@noobjam:

i don't know to much bout flash but here are the ASCII codes for the arrow keys:
* 37(left arrow)
* 38(up arrow)
* 39(right arrow)
* 40(down arrow)
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  #57  
Old 06-28-2008, 03:16 PM
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Well... you know more than me
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  #58  
Old 06-28-2008, 09:37 PM
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i downloaded the trial for macromedia flash a while back....
i noticed it has tons of similarites with the programming techniques of Visual basic, and Pascal - and in those to programs i fair pretty well
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  #59  
Old 06-29-2008, 01:29 AM
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Well i have no idea... it would be interesting to know how to make flash games and stuff
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  #60  
Old 07-01-2008, 06:32 PM
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Yhes! 174!
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