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Mods chat level Fri 21 Jun 2013 15:12
<mm> (SPOILER) Happy dancing lady! :-) Thank you all! My solution of 18 is slightly different, so now I'll have to take a look at 19 & 20, but probably my solution is already modded?
 
Variable Modelling 4 Fri 21 Jun 2013 07:59
<mark> (SPOILER) Added speedrun: 593 moves (old: 643).
Not so much a speedrun , but lets share solutions fix me run.
Got to go to work now,so not me.
Then i'm out for weekend as always,have internet connection but no game.

See you all soon.
 
Mods chat level Fri 21 Jun 2013 07:25
<mm> (SPOILER) Dave, concerning illegal bookmarks: I might have seen that, but I'm not totally sure if this is what you had meant: the editor does bookmark illegal things all the way up to that illegal step, when you watch the bookmarked play, the player will just stop there and it will tell you that the next step is illegal.
<mm> (SPOILER) I've placed a break underneath the bomb, so now it can't be touched for the moment, but we'll still be able to see its original timer set to 9! ;)

<mark> Yes Dave you are right i was just typing a comment to say ignore that comment about black,if the level gets tricky and clever enough the bomb might not help anyway.
<Dave> I don't think that is a good idea. What if the key to level is opening the bot release point at a specific point in the wall? Not much point if you put a sign up saying 'place bomb here'. Just thinking ahead...
 
Variable Modelling 3 Fri 21 Jun 2013 06:21
<Dave> Who's going to actually abuse it by using it in an intended solution in a mod? Besides, there are no rules to Escape, anybody can mod anything, all you can do is hope people play in the spirit of the game. If it does happen all we can do is ignore the mod and carry on from the previous one.

Anyway, thanks for locking it, I meant to do that but forgot. I will get round to modding the other series too, just not tonight.
 
Mods chat level Fri 21 Jun 2013 05:51
<mark> (SPOILER) Ha Ha Kirima we were playing at the same time,i really like your new level but see dangers with bomb ahead.(its already been abused).
If the purpose of the bomb is to maybe free the bots later ,how about turning the walls black then whoever wants to release bots can add a blue tile.
<Dave> I would almost be inclined to make inclusion of the bizarro world 'stuff' compulsory. It would add a bit of a new twist to the way we have to develop the level.

I so want to blow up a wall, that bomb is just too tempting!

PS. Kirima, you may find going round in circles quite useful... hint.

PPS. When I made VM2 I saved and it auto-recovered an earlier bookmark, even though the edits meant the bookmark has illegal moves in it. Never seen that bug before, has anybody else come across it? I re-saved the level with a different name to keep the insane version on file.
 
Variable Modelling 1 Thu 20 Jun 2013 21:21
<Dave> Didn't spot your comment about bizarro world until after I played the level, so I wasn't expecting that at all. Very pretty, reminiscent of Escape Vomit :)

As they are there as part of the template, it seems silly not to try and develop the level in some way that uses them all...
<Dave> (SPOILER) Added speedrun: 68 moves (old: 70).
Ooh, a speedrun! :)
 
Mods chat level Thu 20 Jun 2013 19:44
<mm> (SPOILER) Dave, I actually did get a glimpse of a feeling that the main problem is sitting up there in that upper right compartment! I'm always missing one tile somewhere... -> same problem as usual, one tile is missing. I can easily get them all out there when I put the slider the other way! ;) I'll certainly continue trying to find the solution, but right now my brain is turning around in circles, I bet I urgently need a break from any modular thinking at the moment, hopefully some distance will help to see clearer?! Good night!

<Dave> PS. re MT18. I don't know how far you have got with this level. Have you worked out how you can get all the yellow blocks out of their room without changing the slider direction?
<Dave> Hi Kirima. Quick 'i' tutorial:-

Get the MD5 of a SOLVED level (e.g. Modular Thinking 16). Go into Modular Thinking 18. Do not move from the start position. press 'i' and enter the MD5 of 16 (2fd717f4600478982e44d7461ea9856e). If it works the move counter will change from '0' to '0/xxxx' where xxxx is the length of your default solution to MT16 (e.g. '0/1473') as if you had done those 1473 moves and then undone them or pressed 't'. You can then use 'o' or 'p' to play through the old solution inside the new level. It will stop at the first illegal move, in this example it should be about 500 moves in. Press enter when the illegal move prompt comes up and you can continue playing from that point as if you had just done those 500 moves.

This is NOT a hint, just a quick example! I'm not suggesting your first 500 moves of 16 will help with 18.

As I said, it can be used in slightly different situations, but I won't go into that now.
<mm> (SPOILER) Jim, thank you, I've already explored almost everything, 14a might count as a proof?! The only thing that I have not been able to spot yet is the proper way to solve those last levels..... ;( It is always the exactly same thing: I can fallow you guys to more or less exactly one step before the end or final level! I have no clue why this happens all the time, so in the meantime I'm wondering if this could be a question of my female brain that certainly is working a little bit different?! ;) (Isn't this a nice excuse?!)
<Jim> (SPOILER) For Modular thinking MM, make sure you use that 5th dot properly to help you use all the resources that are available to you.
 
Modular Thinking 14a Thu 20 Jun 2013 18:15
<Jim> (SPOILER) I actually don't have any great ideas for a mod on this, but your original is very good. Maybe you can reupload it, and if anyone wants to modify it they can.
 
Mods chat level Thu 20 Jun 2013 18:10
<mm> (SPOILER) 15 degress less, YES! It's midnight and only 20 degrees Celsius outside! :) I'm feeling so much better and trying to cool the house right now.

Thank you all for trying to help me again! But I just don't get it... :( I neither get the "i" thingy nor our last mod-levels. But I think I've finally understood the "zero" feature. (At least I had got that MD5 number before, but it is really annoying to type it as just copying the number doesn't work.)

As I couldn't solve those evil levels, I've been working on a new template with bots on two sides. I'm going to upload it and we'll see what will happen, hopefully you'll like it?


 
Modular Thinking 14a Thu 20 Jun 2013 17:56
<mm> Thanks guys! This mod certainly only exists because I've been desperately seeking whatever kind of possible solutions... I could re-upload it if ever, but an intelligent spin-off mod sounds great as well.
 
Mods chat level Thu 20 Jun 2013 17:19
<Dave> PS. I found Hugbot Research Lab the best level for learning bot manipulation, but Single File is a good one too. Mind you, I still haven't beaten Land of 10000 bots, so what kind of expert am I? ;)
<Dave> I stand corrected. It was John Lewis who posted the 462 run. It was also JL who uploaded the original adaptation of 'success' so maybe he gave up the solution on purpose, who knows? Sorry Eric.

MD5 is the checksum of a level which is used to identify it. It appears as a 32 digit hex number (look down at the level title whilst typing a comment and you will see it).
<mark> (SPOILER) Ps it was not Eric that posted first speedrun someone else did.
Ever since i've been reading comments i always rememeber vaguely what i've read.
I'd always been trying to work out the level that you speedrun and regretted.
It makes sense to me now its a level i've not completed.
I had a look at the level last week and read all the comments ,then did not bother with it .
Yours and Radiants chat just blew me away.
I had no idea how to do this level when i first stumbled into it spent my time trying to kill the hugbots.
I now know thats wrong,bot manipution i've still not cracked if theres more than 2 bots.
I have not played another level this week Modular Thinking was enough,i'm going to give single file a few hours to see what i can come up with.(fingers crossed i might do it,let you know if i have any luck)
<mark> Made a mess of last post as i did not think it through enough.
What i meant or should have said is,if in the first version of the level there is a block that is not movable but also not needed you still have to walk around it.
Then in the modded version it is taken out, if you cross the path of the block which is now not there that is when the solution for modded version ends.
Hope this is a bit clearer.

I also like you Dave am a bit lazy but i still don't know the "i" function.
When pressed it asks for MD5 of level i don't know what that is or what to type.
I think this would be handy to know so when i make a mod eg avalanche 4Gf i would not have to sit swaping from screen to screen doing about 6 moves at a time just to get the best solution.
 
Modular Thinking 14a Thu 20 Jun 2013 02:48
<Dave> To be honest Jim, I did consider modding it, but there are only so many hours in a day. It will lead to something to completely different and is probably worthy of a spin-off series. Go ahead!
<Jim> (SPOILER) This is another level that I think should be kept. It has a unique solution that no other modular thinking level had, and it was fun to find.
 
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