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Pipeworks 2 |
Mon 25 Jul 2005 17:34 |
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<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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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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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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Tutorial 20: Transponders |
Sat 23 Jul 2005 15:44 |
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<Doom> Yep. Definitely wrong kind of exit. |
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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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Sea of Blue - fixed |
Fri 22 Jul 2005 17:33 |
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<Tom 7> Yoav: standard practice is to either write (v2) or to delete the level and then upload another with the same name (that's allowed as long as the first one is deleted). You can delete by just hitting 'del' on a level in triage that you uploaded. |
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Sea of Blue |
Fri 22 Jul 2005 16:02 |
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<Tom 7> A nice, simple level. |
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Dance, Monkeyboy! |
Fri 22 Jul 2005 14:29 |
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<John Lewis> Now why didn't I think of doing that?
<Tom 7> Man, I just put a book on it and went for a run! |
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Extraction II: Root Canal (v2) |
Fri 22 Jul 2005 10:10 |
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<John Lewis> Finally solved this one...whew, that was pretty difficult! |
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Dance, Monkeyboy! |
Fri 22 Jul 2005 08:51 |
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<mjn> Heh heh, maybe I should make a Firefox extension...
<Max> P.S. I wish I could monitor the progress of lengthy downloads by watching this.
<Max> Very funny indeed!
<mjn> Oh, is *that* how you do colors--I always wondered.
Hey, come to think of it, I do believe the Chinese Remainder Theorem can be made to work with only down moves--replace the middle column with gray blocks in real world and steel in bizarro world, and put a robot on top of it. Beneath it have a panel that changes the player's button into an exit. (And change the offsets, of course, since now it'll fire when all the robots are on their panels at the same time.)
I'll bet you could string a few remainder structures together gangnails-style, too. Man, the maximum solution length must be really really high... |
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Hardest IQ Carrier (EXPERTS ONLY!!!!!!!!) |
Thu 21 Jul 2005 17:25 |
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<Max> Wow, you are officially an expert now, mjn! P.S. sorry ;) |
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Dance, Monkeyboy! |
Thu 21 Jul 2005 16:22 |
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<Tom 7> Oh yeah.. caret is how colors are written in strings, so the textarea has a bug where it renders a caret as a color control code. It shouldn't.
<Tom 7> Why stop there? Well, one reason is that the limit for solutions on the server is 19999 moves. ;) Thank goodness Escape compresses solutions--this one is only 72 bytes long.
<bpotetz> Nice implementation of the patience puzzle (gangnails), mjn. My Chinese Remainder Theorem scales a little faster (I chose primorial), allowing me to set the solution length to anything from 0 to 9,699,689 down moves (although I chose 3 hundred something out of mercy) for a 29x12 level. However, the entire level is not just down moves - you have to press up at the end. This has the benifit of making it a puzzle, but your level has the nifty advantage of being the first level I solved while wandering around the building. Neat!
<mjn> Whoops, that 2^^100 means 2 to the 100th, not 2 up arrow 100 or anything fancy like that. (I didn't know there were issues with typing a caret) |
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Lasersweeper |
Thu 21 Jul 2005 14:38 |
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<Max> Whoops, I messed up the colors in the intro. It should read: White (floor) means the tile is adjacent to zero lasers, blue means the tile is adjacent to one laser, green means the tile is adjacent to two lasers, and red means the tile is adjacent to three lasers. In any case, it uses the same colors as Minesweeper. |
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Hardest IQ Carrier (EXPERTS ONLY!!!!!!!!) |
Thu 21 Jul 2005 14:33 |
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<mjn> Oh, man, I can't believe I had the patience for this... |
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