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Beret is a 2D puzzle-platformer game about a scientist, astonishingly named Beret, who has gained telekinetic abilities through his research at the Evil Corporation. He decides that the Evil Corporation is a tad too evil for his liking, and begins his solitary quest to overthrow the corporation and punish the evil deeds of his employers. Beret has 21 puzzle-filled levels, 120 collectable Medallions, over 20 hours of gameplay, and an unlockable level editor.

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Level Editor Bugs (Games : Beret : Forum : Bug Reports : Level Editor Bugs) Locked
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Aug 5 2011 Anchor

I decided to mess around with the editor a bit. Everything was going relatively smoothly, but there's a couple bugs and a few other issues with the editor.

1) If you try to place a tile or object when the cursor is on the left edge of the screen, you get kicked out of the game, similarly to an old bug on the level-select screen.

2) When placing signs, it's difficult to read the coordinates above them on the top left corner. The text overlaps with the "Press Q for Help" text.

3) Is there a way to flip enemies? I can't find a way to turn the shooters around, for instance.

4) Also, is there a way to add link blocks that are not initially properly separated? I'm not sure I know how to phrase that question any better than that...

5) Can you please add backups for custom levels? Perhaps allow the user to restore the previous one or two saves before the current one for each room? Or at the very least, add a prompt asking if the user is sure they want to save over the old room? I spent a couple hours designing a pretty complicated puzzle, and when I finally got it right and went to the next room, I accidentally saved over the old room. It's pretty disheartening to lose all of your progress, especially right after you've finished.

6) I also came across a very strange bug. When I was editing a room, I started adding blue fragments. I initially put them down in the air, but as soon as I placed them, they dropped to the ground. This was very strange, as they hadn't done that in the previous room. But I figured I must have hit some button I didn't know about that turns actions on or something. Next, I put down some green blocks. Only the moment I put an inactive one down, it switched to active, as if someone hit a green switch. Again, odd. I tried playtesting the level to see if everything was okay. I couldn't pick up the fragments, although I could use my telekinesis powers on them. My body just passed right through them. Also, the green blocks appeared as they should have, before being switched. It seemed as if the editing mode and the play-testing mode had been switched. Haven't been able to reproduce the error, though I can tell you it occurred shortly after saving the room to room 1. It also fixed itself when I left the editor and loaded the level again.

Thanks again for the wonderful game. Very rarely does a puzzle game of this quality come along.

Aug 5 2011 Anchor

As long as we're asking for simple editor improvements, on the topic of 5) could there be a prompt to confirm resetting the entire room when pressing the 'R' key? A Yes/No dialog box that required a click on the Yes button to do a reset would be better than the current situation where 'R' is typically next to 'E', a useful key to press to configure doors/signs.

Aug 5 2011 Anchor

Thanks, these are all good suggestions.

1. I bet it has the same cause as that bug too! Should be simple to fix.

2. Whoops... I added the "Press Q for Help" in a previous patch after realizing there was no way for people to actually know how to access the help screens and forgot certain objects used that space to display metadata.

3. You use < and > to flip them. That should be in the help screens - I'll double check.

4. I know what you mean, and no, there currently isn't a way. It would probably be useful to have, so I'll be sure to add that functionality.

5. Yes, I can definitely add a confirmation dialog for anything that has the potential to destroy progress. Adding backups on top of that wouldn't be a bad idea either. I'm sorry you lost your puzzle, Reflectivist.

6. That is... bizarre. I designed all the levels using this same editor and never came across that. Your analysis of it switching the testing and editing modes is probably correct, as the only other option sort of like that is 'c', which toggles collision detection. But that wouldn't do any of that weird stuff.

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