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878920 Posts in 32944 Topics- by 24352 Members - Latest Member: odingrey

May 23, 2013, 12:06:42 AM
TIGSource ForumsDeveloperFeedbackFinishedFez
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ham and brie
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« Reply #2310 on: April 15, 2012, 08:01:28 AM »

I'd be really interested to hear - if anyone knows - if any reason has ever been given for the random 'holes' that you can't touch, the ones with stars in. Maybe I've just not come across the answer yet, but they seem totally superfluous to me, all they do is make me back out and re-enter an area in the hope that they go away; they're an irritation more than anything. Since they seem fairly random, I don't get the impression they're tied into the game at all...

They're a sign of the problem you're trying to fix, aren't they? If there was no dangerous problem, why does Gomez need to collect the cubes? And there's a backstory to the world, told through the locations and pictograms. The black holes are tied in with that.
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toad
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« Reply #2311 on: April 15, 2012, 08:13:51 AM »

just started new game+
almost 30 peoples on true achievements have 100% in the game already  Who, Me?
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mokesmoe
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« Reply #2312 on: April 15, 2012, 08:27:40 AM »

They are part of the story, and I think they'er neat, but it is annoying that they're random. I wish they would just always appear until the room is gold or something.

And even if the 300% is a glitch, it probably isn't infinite since it's exactly 100 above the next highest scores.

Also I have the observatory item and there's no question mark next to it on the map, but it isn't gold. Seems like a glitch, but I'm not sure whether the glitch is the room not going gold or the question mark disappearing too early.
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ham and brie
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« Reply #2313 on: April 15, 2012, 08:43:09 AM »

Also I have the observatory item and there's no question mark next to it on the map, but it isn't gold. Seems like a glitch, but I'm not sure whether the glitch is the room not going gold or the question mark disappearing too early.

I guess the question mark disappearing early. There are two secrets in the observatory, an anti-cube and an item which doesn't show in the inventory.
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Sar
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« Reply #2314 on: April 15, 2012, 09:17:37 AM »

They're a sign of the problem you're trying to fix, aren't they? If there was no dangerous problem, why does Gomez need to collect the cubes?

Sure, but... well, I didn't see the things at all until somewhere in the 15-20 cube range, so if I need the black holes for motivation, what was my motivation before then?

I don't necessarily have anything against the idea of having things like that in there - there are a few 'hazard' things in the game, hazardous liquid in the pipes stages, those paired blocks in the pink old-city area which smash together and crush you but the fact that the black holes come and go seemingly at random just makes them nothing but annoying. If the universe is in such dire straits that it sorts itself out when I go through a few doors, one wonders how bad it really is!

The ones around the broken star gate are obviously another kettle of fish entirely.

It just seems to be one element in an otherwise perfectly self-consistent game which doesn't really work so well as the rest. :/ I was kind of hoping that on new game+ they'd be gone...
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Eric McQuiggan
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« Reply #2315 on: April 15, 2012, 09:25:11 AM »

Just leave and come back, that's what I would do.


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Christian Knudsen
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« Reply #2316 on: April 15, 2012, 09:45:58 AM »

Lucky I guess. I didn't think it was based on system clock because it didn't line up with what time it was and one time I let it run for an hour while using my computer and it didn't seem to move.

EDIT:Just tested it, system clock has nothing to do with it.

Each hand of the clock does a full rotation over a period of time. Those periods of time are a minute, an hour, a day and 48 hours, I believe. If you don't want to have the game running for that long, you can skip forward in time by changing your system clock (and disconnecting from the Internet). Also, when each hand of the clock is at the top, an anti-cube will spawn. I think there's one for each hand of the clock.
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Laserbrain Studios
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rob
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« Reply #2317 on: April 15, 2012, 11:18:18 AM »

 Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin Grin

This. Game.
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Andy Wolff
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« Reply #2318 on: April 15, 2012, 11:54:50 AM »

Anybody know if the QR Codes are important at all? I don't have a phone which can read them so I've just been ignoring them
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Eric McQuiggan
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« Reply #2319 on: April 15, 2012, 11:57:43 AM »

They are, but you can solve all of those puzzles without them as well.
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Tifu
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« Reply #2320 on: April 15, 2012, 02:20:39 PM »

That's kind of annoying... no phone here at all (found the answer online, but I really don't like having to do that)

And now it leaves me wondering if the other puzzles in the game can actually be solved in-game or if I need external knowledge/devices to solve them too. Bleh  Huh?
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Christian Knudsen
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« Reply #2321 on: April 15, 2012, 02:52:46 PM »

There are alternatives to the QR codes in the game.
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Laserbrain Studios
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Sar
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« Reply #2322 on: April 15, 2012, 03:37:58 PM »

And now it leaves me wondering if the other puzzles in the game can actually be solved in-game or if I need external knowledge/devices to solve them too. Bleh  Huh?

Unless you have the most phenomenal memory ever, you will also need some paper and some kind of marking device...


You don't need a phone to decode QR codes, there are tools you can run on a PC if you can take a photo with a digicam or something. A quick Google search elicits this:

http://techie-buzz.com/softwares/read-qr-codes-on-pc.html

(The thing that annoyed me most about the QR codes was the unfinished one that had me waste half an hour trying to work out what could go in the empty segment for it to scan... :/)



(And yes, going out and back in again is how I've been avoiding the black holes. It just seems like a waste of time and hard-drive wear and tear.)
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Tifu
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« Reply #2323 on: April 15, 2012, 04:00:58 PM »

Hah, yeah... well pen and paper is a reasonable enough expectation of a player.

Good to know there are alternatives to the QR thing, thanks for the link.

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tsameti
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« Reply #2324 on: April 15, 2012, 04:46:41 PM »

Lovely.

This level design... so right, so tight.
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