Cakeworld (v.1.00000002)

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DJ Full
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Cakeworld (v.1.00000002)

Post by DJ Full » 21 Sep 2017 05:26

OK guys, sorry for that...
Cakeworld v. 1.0000002
* You can ignore this and continue with 1.0000001 if you got the jeep out already.
Changelog:
Fixed respawning barrier in Melkor room.
Fixed gamestopper with one-shot water.
Fixed crawlspace void in theatre staircase.
Fixed the void for cog room flares.
Added flares to reduce kitchen death chance.
Fixed wrong triangle in the hive corridor.
Added Eye_Of_Hades to betatester list.
Noted down to hire him next time...

EDIT: Updated once again at 10:45 CET, cleared one survivable pit.
That's just a script line so old savegames should work this time.
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Re: Cakeworld (v.1.00000002)

Post by OverRaider » 22 Sep 2017 03:04

Hey there

So I`ve downloaded your game of latest version...
Haven`t got too far yet as after very first soundtrack the background sound effects stop working right there and saving then reloading won`t get it playing back, sadly :( And it`s just complete silence therefore can`t enjoy it as much...

Just a side note: tried to read those small letters printed on blue spikes (?) and to the question about "what does Lara need Cathedral key for from Thames Wharf London level", my theory is that she needs it to be able getting access to the Cathedral All Hallows level which is a bonus level after you collect all secrets and as the cathedral key is also a secret so that Lara has to find it anyway so... it makes sense for me...
Wasn`t able read anything more, really hard to read... :|
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Re: Cakeworld (v.1.00000002)

Post by vimmers » 22 Sep 2017 03:48

not sure about that
cos there are only 1 level in the data folder

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Re: Cakeworld (v.1.00000002)

Post by DJ Full » 22 Sep 2017 14:11

OverRaider wrote:
22 Sep 2017 03:04
the background sound effects stop working right there and saving then reloading won`t get it playing back
Aww. It's a pity you didn't reply earlier, I began to believe I'm alone with this so I released it as it is.
I'll try to fix that by following your new tips but I'm totally tired, maybe I'll have some power tomorrow.
Still, the game only has ambiences made by Advent people, and the fact is we had no suitable background.
So whatever music I apply in this place won't really work better than silence = another reason why I kept it.
tried to read those small letters printed on blue spikes (?)
You don't have to. That's Question 3 which I failed to answer back then.
There is another puzzle in the game which features such contest thing.
It's just a tribute to my history of relationship with the forge, that's all.
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Re: Cakeworld (v.1.00000002)

Post by vimmers » 22 Sep 2017 14:45

found another bug i think
i found the wallpaper but didn't find where to use it
so i ran through the wall and found the revolver and laser
shoot the stars
and later found the wallpaper slot
and not sure about it preventing me to get up and use the coq
or the place where the centaur show me after playing cards with him
Last edited by vimmers on 22 Sep 2017 14:55, edited 1 time in total.

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Re: Cakeworld (v.1.00000002)

Post by DJ Full » 22 Sep 2017 14:54

not sure which wall you mean
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Re: Cakeworld (v.1.00000002)

Post by vimmers » 22 Sep 2017 14:56

the place where the tree follow you
also edited the post above

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Re: Cakeworld (v.1.00000002)

Post by DJ Full » 22 Sep 2017 15:09

oh I think you mean you phased through the rotating door?
if so this is like a speedrun shortcut, doesn't damage gameplay
not sure about it preventing me to get up and use the coq
or the place where the centaur show me after playing cards with him
not sure what you mean... after playing cards you just take the missing slab
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Re: Cakeworld (v.1.00000002)

Post by OverRaider » 22 Sep 2017 16:57

DJ Full wrote:
22 Sep 2017 14:11
I'll try to fix that by following your new tips but I'm totally tired, maybe I'll have some power tomorrow.
I`ll patiently wait for it...
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Re: Cakeworld (v.1.00000002)

Post by DJ Full » 23 Sep 2017 09:29

Marek, I read through your tutorial and it should work. Thank you a lot.
Indeed I had it in mind, I just wanted to be sure this is the right way.
(Too often it happens I do a thing and then find out it was 2x simplier.)

The point is, it might be atm the sound engine breaks exactly where it should break.
When Lara enters the place it's already altered, silent, possibly dead, probably asleep.
The first factory track which is really needed should play when Lara spins the first cog.
Later you enter new parts which are also silent and only get ambience when powered up.
The place is also very isolated, kinda enchanted, that's why no sfx from the outside world.
I know you hate silence, but fixing it may be counter-effective, against the mood I needed.
Similar with the pools, they feel buggy but were never meant to animate in the first place.
Similar with random texturing, it feels random but it was always supposed to be random.
This level is like BTB: I only took the calendar content, I refrained from anything else.
If the resources forced/didn't allow something, I forced/didn't allow the same.

If I now alter too much of these things the game will stop being what I wanted it to be.
I'd rather keep your tips for my classic level, that one is meant to have constant sound.
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Re: Cakeworld (v.1.00000002)

Post by vimmers » 23 Sep 2017 12:55

thanks for the game DJ
it make me lough several times especially with the tree
after i got up to the cup/relic i shoot some stars up there
and went back to see about i could find the last 2 secrets i missed
i was sure i had seen some more of those shooting levers
(what are u doing here go back) :lol:

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Re: Cakeworld (v.1.00000002)

Post by DJ Full » 23 Sep 2017 15:28

Thanks :)
btw I wanted to make all secrets permanently accessible, but it kept breaking the main progress :D
Next time I will try to make it so.
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Re: Cakeworld (v.1.00000002)

Post by OverRaider » 24 Sep 2017 06:48

DJ Full wrote:
23 Sep 2017 09:29
The point is, it might be atm the sound engine breaks exactly where it should break.
When Lara enters the place it's already altered, silent, possibly dead, probably asleep.
Ok I give it a go then...
I just have one more question about beta-testing, I read the readme file, actually I always do so, but I can`t see any credits to any betatesters, does it mean that this game wasn`t tested by anyone? Was it tested just by yourself?
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Re: Cakeworld (v.1.00000002)

Post by DJ Full » 24 Sep 2017 07:17

Yep we had a beta run. I just put the credits in the game end.
That's because people skip the readme no matter of what.

EDIT: In fact you can also skip the roll but you need to press a key hehe :)
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Re: Cakeworld (v.1.00000002)

Post by scottchu » 27 Sep 2017 20:16

This is a very interesting title that I've been waiting long. It reminds me an old arcade game named "BIO MIRACLE BOKUTTE UPA" that UPA is a climbing baby at most of the time in the game. It has several interesting levels, e.g. cake, stationery, skewered foods, circuit board, undersea, etc. So when I see the name "Cakeworld", I download it immediately. Thanks, DJ Full. Hope more builders can use some soft, easy topics to build new level.
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