SkYscrapeR has an extended version: Extra and Hard levels are in this version.
It's also open to allow others to make their own levels (However, that's a bit complicated).
This Extended version contains 8 additional puzzles and two new mechanics.
It also contains numerous changes to the interface and slight fixes to the game itself.
Download! :D
Hosted at Hotfile
Also, download OpenPatch 4 to fix the Save Dialog not halting Breakdown% timer, AND diamonds sometimes not appearing. Loopholes however still aren't fixed, so feel free to play with them.
How to make your own levels! :D
If you're good with events, you don't need to read this. You can figure it out!
However, it's not a bad idea to check it as reference!
The Editor
As you might think, (Well, I think) it's ridiculously messy. Heck, it's hard to even navigate in. And you can't tell where the player'd start at a glance. Well, this is Extra Stage 8, and admittedly it's one of the harder stages.
Anyway, if you'd like to make a new level, pay attention to the Mirrors. Do NOT delete and add mirror events, that will change the ID, so the Mirror Control Event would go bonkers.
And as a rule of thumb, try not to delete all the empty events at the corners. They're needed for a specific task each.
Diamonds
They add 1 to the Variable called Switches (Yeah bad idea to name a variable that), which may increase the number of events the orb can interact with. They'd need a seperate event page with the required Variable minimum.
The ones you'll be changing per level is the:
Setup Mirror Switch event (2.): Always would change it if the Mirror Switching # Variable is different to the number of mirrors on the map. That would cause the event to go bonkers too.
Death Check event (3.) The second page sets Variable X and Y to the starting point's X and Y.
All the other events, except the Displacement (Red circle) and Mirrors, can be easily copy-pasted.
Displacement needs to set it's Transfer Event to it's counterpart event manually, while mirrors need their ID to stay the same.
The Completion Event
This event is always behind the Gate event. And it's the thing that actually processes the success. The star is just the aesthetics, showing shiny stuff to tell the player where the Gate is.
Normal and Single-touch events
Normal events will not disappear, therefore doesn't need anything to disappear. Single-touch events need to return.
It's also open to allow others to make their own levels (However, that's a bit complicated).
This Extended version contains 8 additional puzzles and two new mechanics.
It also contains numerous changes to the interface and slight fixes to the game itself.
Download! :D
Hosted at Hotfile
Also, download OpenPatch 4 to fix the Save Dialog not halting Breakdown% timer, AND diamonds sometimes not appearing. Loopholes however still aren't fixed, so feel free to play with them.
How to make your own levels! :D
If you're good with events, you don't need to read this. You can figure it out!
However, it's not a bad idea to check it as reference!
The Editor
As you might think, (Well, I think) it's ridiculously messy. Heck, it's hard to even navigate in. And you can't tell where the player'd start at a glance. Well, this is Extra Stage 8, and admittedly it's one of the harder stages.
Anyway, if you'd like to make a new level, pay attention to the Mirrors. Do NOT delete and add mirror events, that will change the ID, so the Mirror Control Event would go bonkers.
And as a rule of thumb, try not to delete all the empty events at the corners. They're needed for a specific task each.
Diamonds
They add 1 to the Variable called Switches (Yeah bad idea to name a variable that), which may increase the number of events the orb can interact with. They'd need a seperate event page with the required Variable minimum.
The ones you'll be changing per level is the:
Setup Mirror Switch event (2.): Always would change it if the Mirror Switching # Variable is different to the number of mirrors on the map. That would cause the event to go bonkers too.
Death Check event (3.) The second page sets Variable X and Y to the starting point's X and Y.
All the other events, except the Displacement (Red circle) and Mirrors, can be easily copy-pasted.
Displacement needs to set it's Transfer Event to it's counterpart event manually, while mirrors need their ID to stay the same.
The Completion Event
This event is always behind the Gate event. And it's the thing that actually processes the success. The star is just the aesthetics, showing shiny stuff to tell the player where the Gate is.
Normal and Single-touch events
Normal events will not disappear, therefore doesn't need anything to disappear. Single-touch events need to return.