New buttons
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Thanks to everyone for testing my demo from the last post. It is much appreciated.
In response to the comments about the potential confusion between floor buttons that you just push and floor buttons that you need to weigh down, which I felt was very valid, I've just finished creating a new class of button - wall buttons. There are left facing and right facing versions, loaded from the same module.
These work slightly differently to the floor buttons - when they are pushed in, they click and stay in, sending a signal to their client. When another entity sends a '1' signal to them, they pop back out again, with another click.
So they function as
- one-time only switches, like with the first door in the demo level
- timed puzzle switches e.g. press it and have a time limit to get through the door it opens, button pops out again when time expires and door closes
- event-driven switches e.g. an object dispenser that can only be re-activated once the last object it created gets destroyed
As they are built, like the floor buttons, from two bodies and a prismatic joint, they can be pressed by jumping into them, hitting them with arms or pushing objects into them so there are some interesting puzzle opportunities there.
All other feedback is certainly being considered and it is all appreciated but I felt the potential confusion with the buttons was the most pressing issue and, happily, its solution has led to a host of new potential features.
For anyone who has not yet tried my demo, please drop by the last post and give it a go. I've had just under 40 downloads so far which is nice.
Oh, I've finally started adding some content to my website. I'm no web guru by a long shot but I quite like the clean design. Links down the right side are read from an MS SQL 2008 database which makes me feel all fuzzy and dynamic. There's also a permanent download page for the Squishy demos there now and a contact form. Whoopee.
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