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Duplicating Jack
#11
If anyone is still confused about how to make a second Jack, just select Jack, copy him, then paste him were ever, and before you de-select Jack, test. (Faster way: Select Jack, Command + C, Command + V, drag were ever, Command + T.)

Hope this makes it all less complicated! Wink
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#12
Yo, Freddy....
...seems like we've opened Pandora's box here Wink
Looks as if we're about to see a flood of
2 jacks-mansions
in the near future !!

I'll be checking out brell's twins later, just downloaded it.

Stopped the development of my Dual-Jack XXX movie, though ;D
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#13
Who said I was talking about a 2 Jack-mansion-movie? To have 4 yoyo's one needs at least ... ;D
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#14
Maniac wrote: Vern, this behavior was definitely not intended, right? But at least it's consistent with your assumptions when you made the program, right?

Correct. In fact, I even added code to the level builder to remove duplicate Jacks if you tried to paste him in the room more than once, or copied and pasted him. But obviously you tricky people found ways around my code.

I remember I got around it once too, and played with it a little bit. It's amusing, but you can't make a practical mansion with it.

However, it gives me an interesting idea for the expansion pack: you could have a monster that mimicks your movements, like Spy vs. Spy. So he could be in some upper area that you can't access, and you have to move in a way to get the monster to walk over to a lever and pull it. Could be interesting.

My other idea for that monster though would be that he moves on his own, and pulls levers whenever he comes across them. This means you could set up timing areas, where zapper beams will be
turned off
thanks to that guy for a period of time, until he walks back over to the lever and pulls it again! Could also be interesting. But I'll have to see how hard it is to program.
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#15
VernJensen wrote: However, it gives me an interesting idea for the expansion pack: you could have a monster that mimicks your movements, like Spy vs. Spy. So he could be in some upper area that you can't access, and you have to move in a way to get the monster to walk over to a lever and pull it. Could be interesting.

My other idea for that monster though would be that he moves on his own, and pulls levers whenever he comes across them. This means you could set up timing areas, where zapper beams will be
turned off
thanks to that guy for a period of time, until he walks back over to the lever and pulls it again! Could also be interesting. But I'll have to see how hard it is to program.

That's sounds very, very interesting, Vern.
For a long time I wish that monsters could be controlled a bit more, to make them into real 'opponents' or something like that.
Your idea goes even further than that.
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#16
VernJensen wrote: [quote author=Maniac link=1167691383/0#7 date=1168043982]Vern, this behavior was definitely not intended, right? But at least it's consistent with your assumptions when you made the program, right?

Correct. In fact, I even added code to the level builder to remove duplicate Jacks if you tried to paste him in the room more than once, or copied and pasted him. But obviously you tricky people found ways around my code.

I remember I got around it once too, and played with it a little bit. It's amusing, but you can't make a practical mansion with it.

However, it gives me an interesting idea for the expansion pack: you could have a monster that mimicks your movements, like Spy vs. Spy. So he could be in some upper area that you can't access, and you have to move in a way to get the monster to walk over to a lever and pull it. Could be interesting.

My other idea for that monster though would be that he moves on his own, and pulls levers whenever he comes across them. This means you could set up timing areas, where zapper beams will be
turned off
thanks to that guy for a period of time, until he walks back over to the lever and pulls it again! Could also be interesting. But I'll have to see how hard it is to program.

Funny to learn where this feature came from. :-)
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