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Nothing else to say about these ones other than the last one is obtained by completing the story.ģ9 achievements require level pack and story pack characters to obtain. Achievements still work in local multiplayer though there are no unique achievements for multiplayer.ġ7 achievements are obtained by completing the main storyline. This game does not feature online multiplayer of any kind. This should take about 10-20 hours, depending on how fast you are. You should play through at least once for the story achievements, then again for mini kits with the upgraded Batmobile.
#PUZZLE DIMENSION HELP PLUS#
In each Adventure World, there's Rule Breaker again plus a Red Brick to unlock cheats (most of these are cosmetic in nature but even the ones that are increasingly helpful don't disable achievements). For collectibles, each level has the Rule Breaker status (for a Gold Brick), 10 mini kits (which we won't go for here - I assume readers only have the three starter characters), and a citizen in peril (another Brick, there is one that we can save). The game's difficulty is somewhere between easy and medium due to the fact that additional characters can make certain areas much easier. Finally, we'll mop up the remaining achievements, including upgrading the Batmobile, heading back through the levels to get additional mini kits with the upgraded Batmobile, and completing "Aperture Science Enrichment Centre" in 25 minutes! Afterwards we will be tackling DLC achievements. Then take on the Adventure Worlds of these three characters, which will net us the remaining Gold Bricks along with obtaining 15 renovations, 5 races, and a quest.
#PUZZLE DIMENSION HELP FREE#
The reason for doing so now is because the game is essentially in free roam mode from the moment you start the tutorial.
#PUZZLE DIMENSION HELP UPGRADE#
In addition, we'll attempt to hit Rule Breaker in each world and upgrade the Batmobile before level 3. In each level, I'll point out mini kits that can be obtained with just the starter pack characters (Batman, Gandalf, and Wyldstyle) plus the Batmobile and its upgrades.
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The problem seems to be related to base1 and base2, if this is these are the same x-size everything is ok, if base2 is short by a bit, the progressBar does not display.First things first, go through the main story. Notice that I ignore all the y values as this is not a factor. Why is this? There seems to be plenty of space in base2 (593) to hold the 257 x-size progress bar. That is: If base1 = 606, base2 = 593 (13 pixels less), and progressBar = 257 the progressBar seems to be created, but it is not viisble! The x-dims after the procedure that creates the progressBar is as follows: base1 = 606 (nothing changed), base2 = 602 (increased by 9 pixels!!), progressBar = 257 (no change). PROBLEM IS: If the x-size of base2 (the parent of the progress bar) is slightly less than the main base, base1, then the progressBar does not show. Everything works fine and right after calling the routine that creates the progressBar the dimensions are: base1 = 606, base2 = 602 (notice it shrank by 4), and progressBar = 257. I then create a progressBar child, within parent base2. I have a child section, base2, with the same dimensions (x=606). I have this base1 with x dimensions of 606 (according to widget_info/geometry).