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Autogenerated 021 Thu 14 Apr 2005 16:58
<bpotetz> That's a good idea. For the second one you'll probably have to do some math first, though.
Although the first one has been solved, neither one has a speed solution yet, and since all solutions are roughly equal length, whoever solves it next can be immortalized. That's my word of motivation for the day.
Why am I talking about this here?
<Tom 7> I've been working on it, in photoshop (has better 'undo' than graph paper!)
<bpotetz> Oh, come now! The knight's tour levels aren't so bad, at least the first one. Try it on some graph paper first and you'll get it quick enough.
 
Sokoban Nightmare Thu 14 Apr 2005 11:48
<John Lewis> This level was adapted from the puzzle game Pocoman. I added the part with the green block and transporter, and, of course, the location of the panels and exit door. Just to let everyone know, the next several levels I make will be original. :-) Enjoy!
 
Dalek Research Lab Thu 14 Apr 2005 09:21
<Joshua Bone> It sorta irks me when people rate levels they haven't solved...
 
And then there were Three... Thu 14 Apr 2005 02:09
<mjn> This level is thoroughly awesome.
<OCTweak> Very good!! Congratulations Joshua! I recommend it!
 
Letter Series: w Wed 13 Apr 2005 16:17
<Max> This is a very good letter series level.
 
Autogenerated 052 Wed 13 Apr 2005 10:30
<Tom 7> Ah, finished the series.

It seems that these levels were actually from a 1996 sokoban collection by Yoshi Murase, who published a paper (in Japanese) about how they were generated. I think I can imagine some algorithms for such small level sizes.

I think I've got to add a notice in the game that people should only be uploading their original work. Although these levels (and others taken off the web like IQ Carrier and that MacSokoban one) are from sources that don't seem to mind sharing their work, I can't safely distribute these levels with Escape under a license like the GPL. What I'll probably do is move them to a different collection that's only available from the website and not included with the game.

Anyway, if you upload work that's not your own, at least post a comment so I know.
 
Autogenerated 048 Wed 13 Apr 2005 10:00
<Tom 7> I also found this one particularly hard.
 
Autogenerated 002 Wed 13 Apr 2005 00:33
<Tom 7> This was a particularly hard one.
 
Autogenerated 052 Wed 13 Apr 2005 00:11
<mjn> Wow, this is some crazy shit. I'd love to see the program that did this.

Man, it was only a month ago that I thought I was getting close to beating all the levels, but as soon as I thought that, the new-level rate blazed past my solving rate...
 
Autogenerated 022 Tue 12 Apr 2005 19:28
<Tom 7> I kept running in circles in this one.
 
Autogenerated 052 Tue 12 Apr 2005 14:51
<Max> Finally finished the series... These are all fun and easy vignettes, but it's kind of an overload to get so many slight variations of one simple theme. Though some of these accomplish an interesting sort of inhuman trickiness, I do miss the human touch. Maybe consolidate your favorites or use these as a jumping-off point for a single level that incorporates this idea?
 
Only an Idiot Would... Tue 12 Apr 2005 14:39
<Joshua Bone> Annoying/Laser Deaths
 
Autogenerated 052 Tue 12 Apr 2005 08:44
<Tom 7> These autogenerated levels are pretty cool. Can you tell us a bit about how you made them?

I'm glad that they each contain what I'd consider a puzzle (if small). I expect that many autogenerated levels are very easy (despite being "tight"), and it wouldn't be particularly interesting to have those clogging up triage. Based on the number gaps I'd say you've already filtered these out. Thanks for doing your own triage. ;)

If there are lots of (classes of) autogenerated levels in Escape's future, I'd like to (a) create a different default collection for them and (b) limit it to somewhat fewer of each "type", with only the best levels being included. This is just because the web system and culture isn't set up to handle a large volume of levels. (It would be perfectly fine if these levels were chained into five monster-sized sequential sokoban levels. That's almost how I've been playing them.) Otherwise, I feel like the human-made contributions could get drowned out in the noise.
 
The Blue Room Tue 12 Apr 2005 00:01
<jcreed> I feel that I have composed a short koan at which even the masters scratch their heads. As I am not yet beyond desire, this makes me happy.
 
Autogenerated 052 Mon 11 Apr 2005 22:20
<Zoogie> This is a pretty neat set -- not too hard, but not super-easy, either. Bite-sized sokoban.

Did you create your own generator?
 
Hugbot Elevators & Stairs Mon 11 Apr 2005 12:55
<littlekenny> This was really fun to watch. Clever use of bots.
 
Bot Brawl Mon 11 Apr 2005 00:29
<Max> Thanks! I tried to pick a pattern that was pretty, yet not too distracting (as tempting as neon green and light red checkerboard was...).
<Tom 7> I forgot to mention how beautiful the carpet is in this one. ;)
 
Think Different Sun 10 Apr 2005 21:54
<Max> Wow, this one is extremely easy. It seems just an excuse to make those neat drawings!
 
The Blue Room Sun 10 Apr 2005 21:52
<Max> Wow, I am having an extremely hard time solving this one...
 
And then there were Five? Sun 10 Apr 2005 20:58
<Joshua Bone> I fixed a couple of small bugs on this one. Sorry for not catching them earlier...

Please delete this level, thanks.
 
Sparkle Sun 10 Apr 2005 16:13
<Stephan> Hmm, I see what you mean. The red sphere is optional, but the cook you found isn't at all the way I anticipated the level being solved. Nice job. I'll work on an updated version.
 
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