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Mekorama 2.0 Feedback on new path/tapping indicators

Discussion in 'Mekorama 2.0' started by nGord, Nov 16, 2020.

Which tapping (path indication) option do you prefer?

  1. Precision - white dot (can go) or red X (can't go) (Mekorama v1)

  2. Fuzzy - white dot (for a clear path) or white dot with red circle for unclear path (v2)

Results are only viewable after voting.
  1. nGord

    nGord Standby Administrator, Retired Moderator Staff Member

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    Hi, at the request of @D.S.Masters, I have generated this poll copying over his descriptions of the two options:

    quote:
    Precision (Mekorama v1) - tap a block, and if the path is clear, a white dot will appear and B will go there. If the path isn't clear, a red X appears, letting the player know that they either missed something or need to do something else to complete the path. Also handy for a cancel tap.

    Fuzzy (Mekorama v2) - tap a block and get the white dot, and the path is clear. Tap a block and get the white dot with a red circle around it, and the path isn't clear. But apparently there are side effects as well, such as B going to a different block when the red circle appears, and something I noticed is that when I accidentally tapped the white floor to rotate the level during play testing, the white dot appeared... but not the red circle, which should be impossible because there is no way for B to get to the white floor. B did try to get to that 'clear' tap, and ended up falling off the level. From what I've been told, somebody on the development team decided that the red X was discouraging to players. @trids has a much better explanation of the effects and damages of fuzzy tapping.
    /quote

    Feel free to discuss below.
     
    Last edited: Nov 16, 2020
    D.S.Masters likes this.
  2. trids

    trids Famous Member

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    Just to explain .. i was giving some feedback on discussion on the Discord server about changes available in the beta version of mekorama 2. Rather than repeating it all here, and risking falling out of sync with developments on the beta, I'd like to encourage folks to take up Martin's invitation to join the discussions there.

    Suffice to say to that some proposed changes under consideration currently affect the behavioural nature of tapping on navigable blocks and especially no-go blocks. I stress that these changes are behavioural, not just aesthetic. So techniques that many here have come to love in version 1 (such as cancel-tapping in claustrophobia) stand to be negatively affected.

    If that matters to you too, then i encourage you to join the beta program, and have your say and be heard on Discord server, while the beta is still under development.
    Use this link to get started on Discord server ..
    https://discord.gg/tmm9jC9
     
    Last edited: Nov 20, 2020
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  3. D.S.Masters

    D.S.Masters Sir Not-Appearing-In-This-Film

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    I've already run into a couple of instances of fuzzy tapping messing things up while play-testing my latest level, including B running into a Z bot because it was blocking the path, and once when B fell down to the white because a required ball wasn't in place yet. That wouldn't have happened with the old precision tapping method.
     
    trids likes this.
  4. Volt

    Volt Well-Known Member

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    Yes, me too, Fuzzy tap make me crazy if I playing tricks level, if I tap invalid blocks, that will go to near valid blocks, and that very very annonying.

    And, at scan page, in my phone can't scan new level ( Maybe because my device was too old:confused: ), so I use Meko V1 to scan and play with Meko V2, that very make me sane, and that good for my brain:confused:
     
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  5. Jom

    Jom Well-Known Member

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    Maybe I am just an old 'stick in the mud', but why change something that worked well!!
    I am not against change in the right place. It's good to have the all round rotation, that's a great change. But the dots and crosses for tapping were fine, why mess with that!!
     
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