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1924 sokoban cheat Fri 17 Dec 2004 19:01
<Tom 7> Thanks, I'm able to reproduce the long word bug for the comment box. I'll fix that, although it will be a bit before there's a new version because I'm currently implementing animation, which is breaking everything. Actually, this comment box sucks for long comments. The scrolling is all wrong.

The solutions aren't in level files, but they're stored on the server for precisely this kind of thing. I just haven't gotten around to doing it, yet. Optimally you should be able to upload a 'cook' solution if you like, too.

<bpotetz> (SPOILER) When I was a kid, I had a game called SpaceStation Pheta
www.tandtsoftware.com\main\Pheta\Pheta.asp
that had a similar feature.

I guess the crash occurs whenever a single word is longer than the comment box.
<bpotetz> (SPOILER) It would also help for evaluating ridigity - sometimes trying to decide if a level has "many solutions" is harder than solving the level itself. Anyway, just an idea.
<bpotetz> (SPOILER) Hello Tom - you know how each new level file contains our solution when we upload it? Are those solutions still there in the level files downloaded from the server? Because it would be cool to see the author's original solution once I've solved the level. This would help us to decide if we've cooked it (I'm not certain if this level is a cook, or if its trying to psych me out - those other panels look pretty useless, I'm not sure what the intended solution could have been).
<bpotetz> (SPOILER) Blech - escape keeps crashing when I try to post this long comment, so I'll try posting it piece by piece. I wish I could paste into this window.

(comment will follow)
 
Claustrophobia/Panel Abuse Fri 17 Dec 2004 17:18
<ataraxia aby> 68 moves. didn't take that long to figure out. 2nd try gave that # of them. first one i finished? panel abuse fun...
 
1924 sokoban cheat Thu 16 Dec 2004 14:49
<Max> (SPOILER) Cook: I only used the upper right quadrant of the level and only the two panels in the middle right, so I think this is a cook unless the rest of the level is a huge distraction attempt!
<Tom 7> (SPOILER) Cook: You don't need to put all of the blocks on panels, because it only takes two to actually get to the exit. (I did the two to the right of the player). "cheat" in the title is the only thing that makes me think this might be intentional; is it?
 
What the?? Thu 09 Dec 2004 15:55
<Tom 7> Historic note: This was the first level to use the fact that tiles can be hidden on the alternate layer in the new Escape. In classic QBASIC Escape, the alternate layer had to be all floor.
 
Corridors I Thu 09 Dec 2004 15:46
<Tom 7> (SPOILER) Cook: I didn't really cook this, I'm just testing cook auto-commenting again.

PS. This level sucks.
<Tom 7> (SPOILER) Cook: Testing cook auto-comment system
 
Crosshairs (the Potetz Variation) Tue 07 Dec 2004 18:48
<Max> Hmm... You probably might as well keep them in the chaotic triage arena since they all have different and (I think) interesting solutions, but if you want to include a "Crosshairs" for a future "official" collection, this one should probably be the version to include.
<Tom 7> Max, do you want me to retire either of the old Crosshairs levels?
 
Have we escape yet? Tue 07 Dec 2004 10:20
<Max> Wow. Well I kind of like this one for its monolithic crudeness. At 968 repetitive moves, it's almost an absurd meta-level of some sort...
 
Diamond Lattice Mon 06 Dec 2004 22:21
<Tom 7> It's beautiful!

This reminds me of an old fun game I used to play called MetaSquares, in which you created off-axis squares like these on a grid. Then those guys threatened to sue me, which wasn't that cool.
<Max> Yes, a gently subversive take on the traditional theme. Tricky. Keep 'em coming!
<bpotetz> I figured that instead of just modifying other players' boards, I ought to pull my own weight and contribute a new puzzle. Here is a traditional sphere-pusher type thing.
 
Crosshairs (the Potetz Variation) Sun 05 Dec 2004 22:55
<Max> (SPOILER) Great modification, Brian! You're right, for some reason I missed the opportunity to complete the symmetry. When I first made the level, I was unaware that it was possible to do the "expert" solution (for the "novice" solution, imagine an electricity tile above the red panel and none on either side of it), so I left out the fourth electricity. This version forces you to do an even more specific version of the solution to "expert version", making it more difficult, and it completes the nearly symmetrical layout, so I think this is the definitive version of "Crosshairs"!
<bpotetz> I'm curious why you didn't submit something like this, Max. For the symmetry, I mean.
Thanks for the steady stream of nice puzzles, BTW.
 
Crosshairs (expert version) Fri 03 Dec 2004 12:01
<Max> Don't force me to make a "Crosshairs (novice version)" just for you, Tom! ;)
 
Blockhead Fri 03 Dec 2004 12:00
<Max> (SPOILER) Yes, Tom, you got it. The right entrance is impossible.
<Tom 7> (SPOILER) I entered the exit from the bottom; between the two lasers that block it. Is this right? I believe that the right entrance must be impossible to use...
<Tom 7> This was a simple and enjoyable level to solve.
 
Crosshairs (expert version) Fri 03 Dec 2004 10:28
<Tom 7> At least I didn't solve the other one yet, so I can just solve this guy twice. ;)
<Max> This level forces you to perform the harder of the two main possible solutions to "Crosshairs".
 
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