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| Irritating |
Sun 31 Jul 2005 11:05 |
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<casey> (SPOILER) Cook: erm
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| Push test |
Sun 31 Jul 2005 10:25 |
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<Tom 7> What was the result of your test? |
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| Bug: Swap Delay |
Sun 31 Jul 2005 10:23 |
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<Tom 7> Sorry--not just that, but that any animations triggered when stepping into a teleporter or coming out of a teleporter are also not performed. Anyway, thanks for the test case that illustrates how ridiculous this is.
<Tom 7> As far as I can see this is just because there is no teleport animation, which is a problem I know about, but have been quite lazy about fixing. |
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| Obfuscate |
Fri 29 Jul 2005 21:50 |
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<Tom 7> (SPOILER) Added speedrun: 260 moves (old: 265).
It seems speedruns are the order of the day! |
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| 1924 11th Street Sokoban |
Fri 29 Jul 2005 20:15 |
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<John Lewis> (SPOILER) Added speedrun: 667 moves (old: 717).
More is possible. |
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| Dimensional Rip-Off |
Wed 27 Jul 2005 23:32 |
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<bpotetz> (SPOILER) Added speedrun: 1042 moves (old: 1302).
Long!
<Tom 7> (SPOILER) I still haven't figured out the trick to these dimensional trap ones, but I think the regularity of this level will help a lot. |
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| Pipeworks 2 |
Tue 26 Jul 2005 19:07 |
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<Doom> Heh, now that you can push the single crosswire block in the level, you've got even more freedom in finding more "wrong" solutions. I can't wait to see who can cook it the worst... *sigh*
<Doom> Alright. It's too difficult to make all parts necessary when people find always some kind of shortcuts. :) |
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| Pac-thing |
Mon 25 Jul 2005 14:33 |
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<Tom 7> Sorry, max: I looked into the changed behavior in this level and realized that it was indeed a bug (with pushing bots) that I fixed without realizing. The new behavior is correct. However, the solution on the server still works, so this level is still possible. (I have to re-solve it too.) |
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| Divided land |
Mon 25 Jul 2005 13:15 |
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<littlekenny> (SPOILER) Added speedrun: 246 moves (old: 248).
Nah, I can't believe this is the record. |
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| Pipeworks 2 |
Sun 24 Jul 2005 15:12 |
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<Doom> Sigh. I found another solution that ruins the level because it's a lot more simple than the intentional solution. I'm going to delete this one and possibly upload another version later. |
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| Animation Glitch2 |
Sun 24 Jul 2005 11:28 |
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<Tom 7> Yes, the animation is backwards. I will fix it...
(in the meantime, how about some real levels using the new tiles?) |
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| RGB sort - fixed |
Sat 23 Jul 2005 18:03 |
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<Tom 7> The original solution is added automatically when you upload, Yoav. |
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| RGB sort |
Sat 23 Jul 2005 17:57 |
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<Yoav> (SPOILER) Added solution "Cook (see fix)":
I didn't mean it... Doom does it again :)
<Tom 7> (SPOILER) Cook: You can just walk by the second puzzle! |
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| Weird laser animation |
Sat 23 Jul 2005 17:50 |
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<Tom 7> Yes, I know about this bug. It doesn't have anything to do with horizontal vs. vertical, it's just that if beams cross path, then they have to be drawn in separate animations, but because of an old design these animations are generated in reverse. This is very confusing and I plan on fixing it. |
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| RGB sort |
Sat 23 Jul 2005 17:34 |
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<Doom> (SPOILER) Added speedrun: 211 moves (old: 263).
The second half can be skipped because hearts in the other dimension don't affect game. |
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| Tutorial 20: Transponders |
Sat 23 Jul 2005 15:44 |
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<Doom> Yep. Definitely wrong kind of exit.
<Doom> (SPOILER) Added speedrun: 23 moves (old: 77).
Erm, cooked? |
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| Bumps |
Sat 23 Jul 2005 09:07 |
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<Doom> (SPOILER) Added speedrun: 138 moves (old: 140).
Nice trick. I was going to the wrong direction in the beginning. |
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| Escape from Tetris |
Sat 23 Jul 2005 08:55 |
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<Doom> Nice level and a lot harder than it looks. |
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| Blue Basis |
Sat 23 Jul 2005 08:42 |
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<Doom> Easier than it seems at first. Or I might just have been lucky. |
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| DJ v2 |
Sat 23 Jul 2005 08:23 |
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<Doom> (SPOILER) Cook: Seems to be quite well known cook already. Didn't use anything on the right side of the level. |
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