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Bomb and Trap Animation Glitch Sun 04 Jan 2009 12:38
<Tom 7> Ah yes. There was a bug with bomb explosions (case fall-through) that would cause a trap animation to also play if there just happened to be the right value in memory, which only had a reasonable chance of happening when a lot of trap falling animations had played in the past. I checked the rest of the file and this was the only bug of that sort, so it's remarkable that you spotted it! Thank you. Fixed for the next release. Similar bugs will display a visible error message, too, so that they don't go unnoticed for so long.
<Tom 7> Ah! Thanks noname. I was looking at the tile next to the bomb, not the bomb tile itself. I see it, for me on the third bomb. Since this is happening nondeterministically it could be a serious bug (uninitialized memory / stray reads&writes). I will look. Good find gary!
<noname> I used bookmark menu to replay my solution of this level, and found that when each of the first four bombs exploded, one trap-falling animation appeared, but when the last bomb exploded, two trap-falling animation appeared, one being at the position of the bomb and the other being next to it. And after the animation, the trap underneath the bomb reappear (so the game logic is correct). But if I use the Ctrl-M thing to view my solutions, then it's the fourth bomb where two trap-falling animation appeared. Looked very weird to me.
<Tom 7> Hmm, I'm not sure what you're talking about. There is some minor junk when the bomb blows up adjacent to a trap that's falling into a hole or lesser trap. Agreed, but very minor. I think I know what's wrong and how to fix it. But the thing about restarting the level and seeing something different is disturbing... are you still seeing that? If so, I need to look into that one.
<gary> This animation bug is very wierd...
When the bomb in the last column is detonated, restart the level, then detonate the bomb on the last column. Two falling traps appear.
 
Sevens Fri 02 Jan 2009 05:39
<gary> radiant, I'd almost thought that it is a cook, but my solution has more moves than yours.
<radiant> Are you trying to say that 56 is a cook? Because I don't see anything cook-worthy about it.
<gary> Oops, my level has been screwed up.
 
Starry Night Mon 29 Dec 2008 09:02
<gary> I finally got this!
(I am just playing low to high difficulty levels from November 27.)
 
Flying Sphere!?!? No wonder. Fri 19 Dec 2008 04:11
<gary> Tom, is this a bug? I uploaded this some weeks ago.
 
fun Fri 19 Dec 2008 00:43
<gary> Sorry Gil Anthony. That wasn't a cook. The original solution shows that he did not use the bomb.
<Gil Anthony> you don't need the bomb.cook?

Gil Anthony
 
The Right Tool for the Job Fri 19 Dec 2008 00:20
<gary> An excellent level! The player would have learnt about timing bombs.
 
Breaking In Tue 16 Dec 2008 22:02
<gary> I solved it and that was a great level!
 
Brokoban I (Computer Generated) Tue 16 Dec 2008 08:41
<gary> Gil, once you have solved this, why not play my two levels that has 6 in difficulty?
<Tom 7> Congrats Gil! :)
<Gil Anthony> TOM7 TOM7 I did it!!!...I did it this time!

Gil Anthony
 
1st Thu 11 Dec 2008 22:06
<Craig> this stage is stupid
 
OMG OMG OMG OMG THE HERSHALS FARM LEVEL!!!!!!!!!!! Sun 07 Dec 2008 01:48
<gary> Tom, a user rated up the difficulty of this level and it is now 0.0 to 2.2 (rated 5 in difficulty). A player did not know that it was hard. Could be that true?
 
Skirting Skirting the Issue Fri 05 Dec 2008 19:52
<Gil Anthony> I finally got this one.
 
The Power of Laser Beams (bug) Thu 04 Dec 2008 02:42
<Gil Anthony> Nice bug...the escape door pops up before the yellow block opens it.

Gil Anthony
 
3x3 Wire Puzzle 1 Wed 03 Dec 2008 05:25
<Delvin> The last heart shows that the panels probably weren't thrown in completely randomly :) Nice level.
 
Flying Sphere!?!? No wonder. Fri 28 Nov 2008 08:05
<gary> It's okay, John Lewis. Players should not comment "this is a good level" on bug asking levels.
<John Lewis> meant*
<John Lewis> Gil - please keep in mind that there are "bug ask" levels, which are uploaded by many creative Escape players. These levels aren't many to be anything brilliant; they are designed simply to showcase a bug or quirk in the game.
 
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