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#editor

adrientd
From what I know, I think it was possible to get a lock with the turtles already killed, but that was not a big issue, because the lock gets removed if you go away, and if you come back to the button it won't lock anymore. So you couldn't really make a passive lock or get softlocked.
pegperegogaucho
yeah
pegperegogaucho
Definitely the developers did not expect the player to skip a lock
adrientd
Yeah I guess they assumed one lock at one time.
adrientd
which would work on linear levels
adrientd
because if the levels weren't linear, then it would have been problematic
pegperegogaucho
Thats why there are no locks in OG!
adrientd
True :LUL:
adrientd
And when you do get a lock, then you are confined in a small space
pegperegogaucho
They also got rid of the VFX
pegperegogaucho
So it's like a "Sam" lock
adrientd
yeah, the lock graphics in OG look kind of dull
adrientd
Maybe one idea is to have the crates next to another type of beacon, or just the default beacon sphere like this:
adrientd
or maybe also add some sort of bonus
adrientd
a laurel perhaps?
pegperegogaucho
Also, something that can be added next to the sky color would be a color selector for the ambient vertex lighting, which consists of the members kgfcUnk1 to kgfcUnk3 of CKGraphic
pegperegogaucho
would make sense since these are directly related to each other
adrientd
Oh interesting
pegperegogaucho
It is interesting indeed
pegperegogaucho
since clones don't have vertex coloring, the game uses real time lighting