Lots of newbies coming on board every day, so I thought I'd cook up a level that shows a few common design/play tricks and illustrates some pointers. The lesson consists of the card image and a solution video. Spoiler: Video Spoiler: Level Card In the video, here's what you'll see: 0:01 - 0:24 This shows how putting in sliders with draggables that reach the ground can be exploited as shortcuts using an AutoPilot trick. Note how B can climb up on, and fall to the ground from the slider. 0:33 - 0:43 This is a Hercules Push, which lets B push free moving objects using a variation of AutoPilot. The slider is raised to a higher level. A reachable block is tapped, but before B starts moving, the slider is quickly snapped back down. B continues on as if trying to reach the block tapped on the higher level. The block he pushes is movable because a motor is attached, but the axle is not anchored to another block. This is the preferred way of making moveable objects in your levels (instead of using free draggables which can be used to cheat.) 0:56 - 1:06 The dreaded and mostly despised "Tripping on Air" (ToA) exploit. I've included it here as a cautionary demonstration of what can happen when you leave an open ledge above a pathway to the win. Generally to be avoided as a designed part of a path (you'll see how even I have trouble executing it, and I've done it a lot), but if you do use it, the video shows the recommended block configuration to alert players that it's okay. 1:09 - 1:13 The increasingly common and more generally accepted "Springboard Stair" trick. Stand B on a stair, then quickly tap the block behind and in front of the stair to execute the jump. 1:24 - 1:28 The "Ball Traverse", showing how B can use AutoPilot to cross over a gap after knocking down a ball. 1:34 - END "Side Stair Step" (SSS). A variation on Springboard Stair that lets B move laterally to an otherwise unreachable block. Stand B on the stair above the target block, tap the stair below, then the target block. Again as you'll see, this one's a bit difficult to execute.
Wish Mekorama has an indexing function so we can arrange resource cards such as this and also separate them from the game cards. Thanks for this, @Don G Rowe
It's not just newbies who make some of these mistakes... I seem to remember that your first version of "Butterfly FX" had a ToA right at the beginning. Fortunately, most people don't seem to mind if you politely point out a mistake or a trick that wasn't intended. As far as I know, just about every trick / exploit is a variation of the autopilot 'bug'... climbing on a draggable, falling down because you move a draggable, boogie bot / claustrophobia, hercules push, crossing a trench because a ball temporarily made a path (though I wouldn't count ball walking among exploits), ToA, ramp climbing, springboard stairs, side step stairs... probably others I can't remember right now. About the only one that I can think of that isn't autopilot is that sentry / teleport thing that @vince did in his level "High End"... that one's just magic.
@Don G Rowe and Ive just watched the accompanying video. Wow, so many things I'm learning only now. No wonder I get stuck and give up on some of your levels. Thanks again for taking time to create that tutorial.
... @Anomynous if u check posts in 2016 tons of 5 stars rating for no trick levels also they are super easy. by the times passed, bugs accidentally discovered. during the beginning bugs been found I see in range of months, in many levels of those time range, many people arguing and disagree, and then, people change, got bored so quick, have more expectation, start to liking bugs, and exploiting them in levels and if they look back, might be feel ashamed ever gave 5 stars to no trick, poorly made levels or no shame, tho, thats part of beginning development idea expands, trend is changing fast, community affected, right or wrong just perspectively matter of time. life is funny lol
Completely agreed. At that time these steps were new like sbs sbs to the members but as you said time pases people update their gameplay so.much. and in future also the things that is happening now will become bored
@Ray Aznable , @Anomynous .. I think that's one of the most remarkable things about Mekorama, the way it's grown over time. Grown in the way that people play it, and what they get out of it. Since i started playing, I've taken a few breaks every now and then - and each time I've returned there have been exciting discoveries to catch up on. And just think ... all of this and more for free! What a blessing. And what a good reason to thank the author, @Martin Magni, for all his brilliant hard work - by visiting page 4 in the game every so often
@Ray Aznable .. yes, he still visits now and again. But he's very busy building other games too. You'll find more details in his posts on this forum.
Yep, Fancade... unfortunately, it has a warning that it's not optimized for Android. I remember how shocked (?) @Martin Magni was on seeing the proximity sensor in the level "High End" by @vince