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[Official Minigame] Divinity
Gekkeiju
« Citoyen »
1458051060000
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#21
  0
Hi. We just opened The Map Submission Thread.
It's here: http://www.atelier801.com/topic?f=6&t=820867&p=1
Tomjemys
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#22
  0
you are moduler?
(are you moduler?)

Dernière modification le 1458137460000
Tat
« Censeur »
1458357960000
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#23
  0
tomjemys a dit :
you are moduler?
(are you moduler?)

Yes Gekkeiju makes modules and this is his module, and I don't think moduler is a word...
Brabuquincil
1458789600000
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#24
[Modéré par Calysis, raison : Spam. Please speak English on the EN forums.]
Dientede
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#25
  0
Well sorry if I make mistakes but what I'm using google tradutor..Desde yesterday my xp reset alone I've been twice pro level 20 and leave the room and come back, come back pro level 19...Print:http://imgur.com/a/OFa2Z
Gekkeiju
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#26
  0
that's surely bug but i couldn't find the cause. would you report it again if it happens again?
Dientede
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#27
  0
Every day ta happening right ..
Gekkeiju
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#28
  0
I've just found the cause and fixed the bug. Sorry for the inconvenience.
Anthonyjones
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#29
  0
Suggestion:

No Cannon
<C><P DIVINITYNOCANNON=""/><Z><S /><D /><O /></Z></C>
Ekull
« Citoyen »
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#30
  0
Gui could use a change lol or ui,idek which is which anymore
Gekkeiju
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#31
  0
Anthonyjones a dit :
Suggestion:

No Cannon
<C><P DIVINITYNOCANNON=""/><Z><S /><D /><O /></Z></C>

currently it's not possible to delete a cannon before mice are hit by it.
Gekkeiju
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#32
  1
policy on the restrictions

divinity has some unique restrictions and special modes such as No-force and Opportunist, which work only in divinity. although these Divinity-only features promote a more pleasant gameplay by, for example, disabling rough shortcuts and giving auto victory to the offscreen shaman, it is still a basic necessity that gameplay of every map should be reproducible in the normal rooms' condition of tfm.
In other word, gameplay which we can never experience in a normal room should not be made in divinity.
the restrictions and opportunisit mode look against the principle. So, here I explain how they are justified to exist and how they should be used in practice.

Opportunist Mode


This mode provides the same function as the shaman skill "Opportunist", by which the shaman automatically wins right after the last mouse enters the hole.
This mode was imported to support maps having offscreen cage in which the shaman is trapped. the tfm system doesn't allow shamans to get offscreen cheese, so normally it's impposible to make a map in which the shaman is trapped in offscreen cage and still the shaman itself can win. Ensuring shaman's cheese is not a P1 requirement so we don't need to exclude such maps. But in Divinity, whether the shaman has saved itself or not is taken into consideration when calculating the grade and score. That's why Opportunist Mode was implemented.
Opportunist Mode is given to maps with offscreen cage trapping the shaman.

No-Force (no ground-penetration)


here is the original description about No-Force mode.
a dit :
It's an additional rule some maps may have. In a No-Force map, shaman objects overlapping static grounds are automatically deleted. The main purpose of No-Force is to prevent shaman from making a strong and stable base too easily. In No-Force maps shaman need to think more of structure and physics. Another reason is that force building sometimes breaks when applied wrongly. So it's not good for beginners to rely too much on it. I don't think force building is very bad but people should also have the basic knowledge of No-Force style.

maybe we won't give No-Force to a new map and we might even abolish it entirely in the near future for the following reasons.
  • No-Force supported by the argument above has been against the principle. it's an outside-xml control of the gameplay.
  • quick ways in map making to put anti-penetration mechanisms have been invented.
  • in many cases builds with ground penetration can be replaced by balloon-sandwitch with a little more effort. force is not always too op.
  • force is part of technique.
  • No-Force is not a perfect algorithm which can detect the all kinds of ground-penetration.

abolishing it is just a possiblity not the final decision because as written in 2. now we know some perfect ways to implement the same function through xml. so the gameplay No-Force provides is possible in the normal rooms and No-Force can be justified as an alternative implementation to the inside-xml ones.

No-Balloon


No-Balloon is a mode in the maps of which balloons are automatically removed. No-balloon has been made technically to give the condition of builds in antigravity to the maps with normal gravity.
what makes antigravity maps harder? of course the upside down environment simply confuse us. but it's a problem of how much we're used to it and experienced people don't have much trouble building just upside down. The true nature which makes antigravity maps technically harder can be explained with the following two points.
1. mice cannot jump.
2. balloons go down.
only these two points make builds in antigravity special. They are the reason why builds in antigravity cannot be the simple upside down version of those in the normal gravity. (to be precise water has irregular physics too but we don't see maps with water-antigravity so often and its not a general issue about antigravity.)
the two restrictions are peculiar to antigravity but they are what we should consider when building in the normal gravity too. "mice can't jump" means we need to make newbie-friendly builds including gentle slopes and safe bridges. "balloons go down" means we can't use balloons as sources of upward bouyancy force. this is technically interesting.
in the normal gravity only static grounds, balloons, runes and water can support objects against gravity. runes and water are too weak, unstable and hard to control to be the major sources of supporting force. balloons' buoyancy force is stronger and more stable than that of runes' but it's still a finite force, which can be affected by the mice's weight and their activity. so building without it is interesting and also important as general technique.
although antigravity brings the interesting challenge it's not preferable if too many antigravity maps comes into the rotation because antigravity itself is not a comfortable environment for most players. No-Balloon is meant to avoid a flood of antigravity maps.

Therefore, there are some requirements maps must satisfy to be No-Balloon.
  • antigravity maps cannot be No-Balloon.
    of course
  • maps having a practical solution using balloons in a non-buoyancy-based way cannot be No-Balloon.
    non-buoyancy-based usage of balloons is reproducible in almost similar ways in antigravity. so, disabling balloons in such maps means disabling the solution and it results in making a gameplay which is very different from that in antigravity.
    examples

    example 1
    the following map is an example map which cannot be No-Balloon.
    http://i.imgur.com/0S8iZX8.png
    this is a typical map effectively solved by balloon-sandwich as follows.
    http://i.imgur.com/Fg40PKB.png
    and this idea is applied in antigravity too.
    http://i.imgur.com/caxoLKl.png
    if this map were No-Balloon, a harder and more complicated solution like the one below is required.
    http://i.imgur.com/ZroPGA3.png
    so, this map with No-Balloon has a gameplay which is not reproduced by converting it into antigravity. we can never see the gameplay in the normal rooms.

    example 2

    this is another example map which cant bee no-balloon.
    http://i.imgur.com/jnEE5vH.png
    the same can be done in the antigravity version as follows.
    http://i.imgur.com/tzyyhbe.png
    but in the No-Balloon version, we can't what we can do in the antigravity version. a more complicated solution like this is required.
    http://i.imgur.com/UspNNOO.png
    so the No-balloon version of this map can't be acknowledged to have the similar gameplay of the antigravity version.


  • maps which get very harder when converted into antigravity because of "mice cannot jump" cannot be No-Balloon.
    such maps are not regarded as something replaceable by antigravity not changing its gameplay.
    examples

    example 1

    the following map can be solved without balloon and there seems no better solutions using balloons in a non-buoyancy-based way.
    http://i.imgur.com/kGgG8fe.png
    but the solution contains too many gaps mice need to jump over. it's due to the structure and alignment of the grounds, mice spawn, cheese and hole. therefore, the antigravity version of this map is much harder. imagine how to solve the following map.
    http://i.imgur.com/BTbSFsz.png

    example 2

    this map can't be No-Balloon because its antigravity version is much harder than it.
    http://i.imgur.com/Kq1AQkt.png

  • maps which don't have a remarkably advantageous solution based on maps' bouyancy cannot be No-Balloon.
    a outside-xml control like No-Balloon should be used only when very necessary.
    example

    this map would be actually a little more harder with No-Balloon. but is it really necessary?
    http://i.imgur.com/e7WaWaN.png

example map which can be No-Balloon

the following map can be No-Balloon.
http://i.imgur.com/q9wwzpk.pnghttp://i.imgur.com/AgrxiMT.pnghttp://i.imgur.com/NNueZuw.png

no practical solution using balloons in the antigravity version. the bridge mice walk is simple. remarkable balloon solution based on buoyancy.


No-Lift


No-lift is a mode shaman cannot attach balloons to mice. it was made to protect the gameplay of some old maps which become quite easier if the shaman uses balloons to lift up mice.
This mode will be abolished since it doesn't rationally meet the principle.
the current No-Lift maps will get No-Balloon if they are worth it and, if not, they will be removed from the rotation.

Dernière modification le 1475821800000
Flixey
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#33
  0
Im literally addicted. GJ GEKKE ! Its Flixey lmao
Pipoca06
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#34
  0
Deu bug no divinity
Gekkeiju
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#35
  0
tfm.exec.disablePhysicalConsumables (see http://atelier801.com/topic?f=5&t=451587&p=1#m8) has been added to Divinity.
Coralbee
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#36
  0
hell yes baby come to mama
Krenium
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#37
  0
Thank you. And thanks to the admins for making this function available to modules. It's a wonderful change.

Dernière modification le 1487978220000
Melviry
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#38
  0
cool i canot whait to get divine mode
Moonlightom
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#39
  0
I really love this module and I'm simply addicted to divinity building but I still need to practice more as I'm still a bit rusty. But I love how this challenges you and really makes you think outside the box! Thank you creators for making this!
Minerva
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#40
  0
Okamicarl a dit :
Tip : Never do this.

http://i.imgur.com/IuG0Ank.png

Whats so bad about that
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