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"enter text --editor" within the launch options box and click "OK" Now launch the Toki Tori Game (Not the editor) The command line Launch Options will make the game run the editor and you won't get the "Error 86" message anymore. To resume normal game play without running the editor just go back to the same Set Launch Options window and clear the field of the
"enter text --editor" text and click "OK" again. This is a temporary fix until the developers fix the ecditor for Windows 10. I hope this helps. Thanks again for creating such an interesting level!
By the way, I've try downloading the editor but there's an error code 86 when opening. How could you still use the editor?
https://youtu.be/5X0ZC2kF--o
https://drive.google.com/open?id=1XYaCV_wEEpQFlO5kRunLxNxA4DWLxuyp
I don't know if this helps you to re-create the workshop map under a new name or not, but I
thought it would be worth a try. I don't know how to open a downloaded map in the editor, or I
would re-create the map myself. Thanks for creating this puzzle and I hope I was helpful in
permitting you to re-upload it.
"***ENTITIES***: [{"id":147,"props":{},"type":"TokiTori","x":0.0,"y":0.0}]"
So basically you can edit this string, copy it, and then go in the editor and paste it to get another type of entity that isn't normally available.
So this must be how you did it. :)
- unused checkpoints remove
- fix a buggy visual
- the second Porcupines moved since the old solution was a hint to my another map I created.
Thanks for letting me know that Porcupines on water have more abilities than I thought! O_o You may want to avoid that situation anyway, maybe by moving the Porcupine somewhere else... Many people may think they have to restart the map...
The newest version plays definitely better. If you're up for a couple more thingies, I think the checkpoints under the Crab zone and next to the Exit door aren't needed at all. There's also that tile on top of the first teleporter base that looks like a bug. I know why you placed it, but it may be better to tweak the geometry a bit and place the teleporter base on a left or right side wall instead.
- I just want to show that thw water can be taleported directly, that's why I put the first waterfall on the right side as a hint, because I didn't see this solution in the main game, or only I? :)
- the third bird removed
- the black geiser removed
- watefall path removed
- moved the bamboo
- removed some unused hermit crabs
- alternative way removed
- Thanks, I think that would make you more excited, but it seems that it's not a good idea :(
From [2/2]
- If you let the water flow again, you can raise the Porcupine, this is tricky :)
Nah, you've kinda screwed it up with this update... :/
Try to avoid placing any entity that doesn't help the player to solve the puzzle. Both black geisers were very misleading to me, especially the second one. Apart from making me die unexpectedly, I thought I was supposed to block it with the small Hermit Crab from the puzzle above. That made me rewind at the Crab puzzle dozens of times, trying to achieve a more complex solution than the intended one... It turns out that you don't have to block the little black geiser at all, and the way to go back to the low floor is a long route that felt way too out of place IMO. :P
I would just place the bamboo where the bird is now, and remove the bird, the nest, the geisers, the waterfall route, and as many crabs as possible from the upper floor. The puzzle would remain pretty much the same but you'll have used a lot less entities...
There's also something that stopped me from finishing the map this time: When I used the second set of teleporters to bring the water to destroy the Electroslugs, the Porcupine was carried by the water to the Slug area, so once I solved the Crab area I wasn't able to send the Porcupine to cut the grass...
I think the right edge of the map still feels poor compared to the rest of the level. I'm not even sure if you should keep those teleporters at all, since the intended placement of both of them feels extremely obvious. Maybe the water redirecting should be done with crabs or something else instead...
You can use the first set of teleporters to bypass the whole map btw... ;)
Aahhh, got to try your other maps now! :)
- first teleporter will be more in use to solve 2 puzzles (instead of 1 with only stomping)
- travelling between 2 levels, upper level and lower level.
- MORE puzzle at the electric slugs' AREA!!
Next Update:
- first teleporter will be more in use to solve 2 puzzles (instead of 1 with only stomping)
- travelling between 2 levels, upper level and lower level
- electric slug may be have something to be use (try thinking so hard, since I have a programming contest tomorrow, so this will be in the later update :( )
Just finished the new version! I like the new bird area, but I think you can still make things tighter in the electro-slug zone. There's too much empty space there, and the electroslugs on the top floor are shown too close to the edge of the screen, at least in my laptop.
I ran into a little problem with the first maneuverable teleporter: I didn't place it close enough to the floor, so once I stomped the bamboo at the slug zone, I wasn't able to go back to the low floor, which forced me to rewind 2 times in a row. Maybe you should widen the wall gap the second porcupine goes through, or just turn the bird-area teleporter into a non-maneuverable one...
And, if you wan't to keep working on it, I'd try to avoid all kind of 1-tile-wide walls and floors as they feel kinda unrealistic...
PS. In this version, the more accurate timing, the easier (less actions) the level, but not much.
I think you should tweak the map somehow so it doesn't require the first pair of teleporters. They just don't feel very useful IMO. A little more space in the stairs area where you stomp the porcupine for the 2nd time would be good to have aswell...
The last puzzle with the 2 teleporters was my least favourite part. The puzzle is cool, but I think it doesn't look very good architecturaly... It would be awesome that it involved stuff from previously solved areas so the solution isn't that obvious. You could for example move the waterfall to the bird area, and place the 2 teleporters at different locations instead of having them so close to each other...
A cool level anyway... Keep up the awesome work! :)
Now I note it to use the idea for the next map :)