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Gray-Maze Tue 22 Nov 2005 09:47
<Darren> (SPOILER) Cook: I suppose it's meant to be solved by logically working out what all the spots do, but in reality it's very easy to solve it by wandering round at random until you hit the exit.
 
bottrap mirror Mon 21 Nov 2005 16:08
<Sam> (SPOILER) Cook:
 
Spot Sun 20 Nov 2005 13:14
<Sam> (SPOILER) Cook: Didn't use half of the pads.
 
Callback+bug Fri 18 Nov 2005 14:46
<Tom 7> (SPOILER) Added solution "Speed Record":
You did have me for a second with the reappearance of the electric floor, since I didn't even notice there were sleeping bots off the side. I thought that was a different bug!
<Tom 7> It's not a bug, although I agree that the behavior is confusing. Panels are triggered by "edge effects" (stepping onto the panel or off it) only, not by the presence or absence of something atop them. So, when the second bot steps onto the panel, that triggers the swap--but then there is just one broken robot there, so when it is pushed off, making three total triggers. This is actually used in some of the levels!

(There's a document that explains some of these corner cases, which I should probably publicize better.)
<Miner> There's a game bug. When two robots crash on a button [panel], button remains active even when there's nothing on it.
 
Block Shortage Thu 17 Nov 2005 11:19
<Doom> (SPOILER) Yes, that's a cook. I'll try to fix it, but right now I have no idea how to do it.
<mjn> (SPOILER) P.S. That's a great trick down below with the hole next to the red switch. Took me a good long time to think of that...
<mjn> (SPOILER) Cooked, I believe: if you use the blue and green switches on the first part, you can trap the hugbot between two stop signs and have him push the green steel himself, making it unnecessary to murder him.
 
There is a order for everything Tue 15 Nov 2005 23:19
<Max> A nice example of the old "twist and turn" variety
 
Pastiche Tue 15 Nov 2005 22:47
<Max> I like the action-packed beginnings of your last couple levels...
 
Working the system Tue 15 Nov 2005 22:40
<Max> Very pleasant and orderly.
 
bottrap mirror Tue 15 Nov 2005 10:45
<Lukas> (SPOILER) Cook: Well...
 
Working the system Tue 15 Nov 2005 10:16
<Tom 7> I followed the recipe precisely. A nice little treat.
 
Last Night on Earth Mon 14 Nov 2005 16:02
<Armin> (SPOILER) Added speedrun:71 moves (old:72 moves)
 
Is a heart that valuable? Mon 14 Nov 2005 02:25
<Alois> (SPOILER) Added solution "Untitled":
And faster... :)
 
Sequencial Sun 13 Nov 2005 23:51
<wowei> (SPOILER) Cook:
<Tom 7> (SPOILER) There are a lot more blocks and balls than are necessary...
 
Is a heart that valuable? Sun 13 Nov 2005 16:40
<mlc> (SPOILER) Added speedrun: 998 moves (old: 1006).
got it under 1000!
 
There is a order for everything Fri 11 Nov 2005 14:20
<Doom> (SPOILER) Added speedrun: 158 moves (old: 164).
I'd say that the weakness of this level is the fact that it uses hidden information. It's always better if everything that's necessary to solve the room can be seen without trial and error.
 
Is a heart that valuable? Fri 11 Nov 2005 09:47
<Max> Man, I just pressed r instead of s, and it sucked.
 
Clear the Way Fri 11 Nov 2005 09:22
<Max> (SPOILER) Yeah Tom, I knew this was possible. I just thought it was conceptually better to make the default use no reds at all...
 
Is a heart that valuable? Fri 11 Nov 2005 00:01
<Tom 7> Yeah, I will probably add 'd', if only to discourage such abuses of hidden information. The main problem is that it really screws up animation, but so does looking at the alt layer...
 
Tumbler Thu 10 Nov 2005 23:20
<wowei> (SPOILER) Cook:
 
Is a heart that valuable? Thu 10 Nov 2005 23:03
<mjn> (SPOILER) Added speedrun: 1134 moves (old: 1184).
Wow, that's a record? Crazy.

P.S. The bookmark system combined with the D key in the editor really helps with teleport mazes. (Any chance of getting the D key in the actual game?)
 
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