|
 |
 |
California Roll (v2) |
Thu 09 Jun 2005 13:42 |
 |
<Tom 7> Oh, this is nice... |
|
|
Tutorial 19: Sleeping Bots |
Thu 09 Jun 2005 09:47 |
 |
<Tom 7> Made this 18x10, keeping with tradition. |
|
|
Tutorial 19: Sleeping Bots |
Thu 09 Jun 2005 09:24 |
 |
<Tom 7> Hmm.. I forgot about that.
One reason to keep the tutorial levels all small is to facilitate Escape ports to other platforms (with smaller screens)--if it can support 18x10 then people can at least play the tutorial.
This one is easily fixed to 18x10 (there's not much that's even happening in this level) so maybe I'll do it, for tradition. ;)
<Doom> This is the only tutorial so far that's not sized "18x10" Is there any reason why you decided to end the tradition :) |
|
|
Brokoban I (Computer Generated) |
Tue 07 Jun 2005 23:11 |
 |
<Tom 7> That's a pretty good idea. It would only fail in levels where you are stuck when you finish, surrounded only by grey blocks, and I have never seen such a level.
As for other features, I am going to definitely experiment with generating these kinds of small, tight manipulation levels using other Escape tiles. I agree that's much more interesting. I'm just starting small.
Anyway, of course, the true joy (for me, at least) of Escape comes in the newness of the misdirection and tricks employed, and the design of the levels (a sort of non-language communication). Computers may be good at making levels that are hard to solve (this one only took like 2 seconds to generate!), but they won't be good at that any time soon.
<Max> This is kind of extreme, but if you really, really wanted to make it so that you could solve it on any tile, you could move the stop sign/exit row to an inaccessible "island" away from the main puzzle and then replace all the blue blocks with teleporters that transport you right in front of the row... Just watch your step (as always in sokoban)!
<Tom 7> I have been experimenting with computer-assisted level generation. Here's a medium-difficulty Sokoban style one. (I promise not to flood triage with loads of Sokoban levels, but I can't resist doing one or two after all this work!)
Also, this shows how you can encode Sokoban (with less than 10 blocks) almost directly, since traditional Sokoban allows blocks to start on panels. The only remaining issue is that Sokoban also lets you solve the level with the player on any tile, whereas we require an "exit path", but this is not really a big deal (it sometimes makes levels even more tight). |
|
|
Pac-thing |
Mon 06 Jun 2005 21:14 |
 |
<Max> This level is conceptually great, but the process of solving it feels kind of awkward -- I felt like I used more brute force than planning. But still a very clever emulation of Pac-man! |
|
|
The Robot Escape Plan 2 |
Sun 05 Jun 2005 16:38 |
 |
<nLogic> Thanks to bpotetz, here is a much harder version (harder, that is, unless you've already seen the solutions to the original). Do people think the first should be deleted? It wasn't broken, and easy levels are sometimes nice. Comments are appreciated. |
|
|
Crazy Castle |
Sun 05 Jun 2005 10:32 |
 |
<Tom 7> Sheila: When you rate a level, it checks if you beat the record, and prompts you to send your solution in that case.
You can also select a level, press ctrl-m, then select your solution, hit ctrl-u, and make sure you check the [ ] speedrun only box. |
|
|
Crate Packing |
Sun 05 Jun 2005 09:00 |
 |
<Doom> I must have missed something then. Someone could make a mod if they think that it's possible to do it with a couple more blocks. I wasn't able to do it, though. |
|
|
Crazy Castle |
Sun 05 Jun 2005 00:30 |
 |
<SHEILA> It says the record for this level is 211 moves, I solved it in 209 moves. How do you change the record time? |
|
|
Crate Packing |
Sat 04 Jun 2005 22:25 |
 |
<John Lewis> I like this concept (reminds me of an old Chip's Challenge level). I think it could have been harder, though...
But I still enjoyed it! |
|
|
The Dalek Question II |
Sat 04 Jun 2005 20:16 |
 |
<John Lewis> I noticed this behavior with daleks and panels while playing the robot escape plan. Is this a bug? |
|
|
Robot Prison |
Sat 04 Jun 2005 19:47 |
 |
<Max> A very enjoyable puzzle! Nice one. (And an interesting little cook in mjn's speedrun [which I assume is the same as Tom's?]). |
|
|
Force Field |
Sat 04 Jun 2005 13:11 |
 |
<Max> Very clever.
<Doom> Very easy but quite interesting level in my opinion. |
|
|
Crate Packing |
Sat 04 Jun 2005 04:07 |
 |
<Doom> Something for all Sokoban people out there... |
|
|
Recharge Riddle (v2) |
Fri 03 Jun 2005 23:25 |
 |
<Tom 7> Oh, looks like you figured it out. ;)
<Tom 7> Try deleting it yourself, Max; just press 'del' when the level is selected (with key icon) in triage. Let me know if it doesn't work. |
|
|
Button Blocker: The Challenge (v2) |
Fri 03 Jun 2005 23:21 |
 |
<Tom 7> John: You should be able to delete levels yourself now. Press 'del' from the game when selecting the level inside triage. Let me know if it doesn't work.
<John Lewis> Please delete old version.
<John Lewis> This was how I originally intended for this to be solved - with only one pipe block. |
|
|
Tutorial 19: Sleeping Bots |
Thu 02 Jun 2005 23:49 |
 |
<Tom 7> Haha, go ahead... ;)
Also, I should point out that this is totally ripped out of the Adventures of Lolo series, which is also where "heart framers" come from. |
|
|
Roller Coaster (wooden) (v2) |
Thu 02 Jun 2005 23:47 |
 |
<Tom 7> You can go back and re-rate old levels, and I encourage "recentering" if you think it's appropriate. I expect that as new players join, the average ratings will still more-or-less track the actual relative ratings. |
|
|
|
 |
 |