I ended up with a few levels, and here they are.
I turned off the undo at first because I wasn't sure how it would interact with the complicated movement, but then, silly, I never bothered to test it. It totally works.
Flickscreen, however, is a mess with the current movement algorithm. I think I could make it work, but it requires a rethink.
Anyway, here's a build of the game with undo and key_repeat_interval fixed: http://www.puzzlescript.net/play.html?p=7009206
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You know, playing this again today, I'm struck by how difficult it is to design good, simple levels that teach the player without boring them. I don't think I did a terrible job here, but if I want to turn this into a complete game that tells a story through game mechanics, it will take quite a bit of thought and testing. I'm very impressed by people who do level design well. It's such a subtle art.
That might be an efficient way to do it, but not the way the code is now. I make so many references to "Player", the compiler won't know which one I'm referring to. It just generates an encyclopedia of error messages.
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Yeah. I overlooked the fact that I could define Player as a class of all the player animations, and thus made my life much harder than it needed to be. Flickscreen works fine now that I made a few simple changes.