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| North and South |
Sat 12 Mar 2005 15:47 |
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<Tom 7> Actually, you could probably trick the client that way. But the server really checks the solution, so it wouldn't work there! |
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| Cornered |
Sat 12 Mar 2005 14:40 |
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<jcreed> Oh, whoops, didn't notice this title was already taken. Alternatives:
1) Letter Series: U+FFGF OMG I AM SO FUXED
2) Daleks in the Hood
3) Save me, Hugbot! |
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| North and South |
Sat 12 Mar 2005 14:32 |
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<jcreed> i craxed ur SHA-5 hash algorishm!! there is no solve!! hahahah |
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| Robot Finds Exit |
Sat 12 Mar 2005 13:42 |
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<jcreed> Cute.
<Tom 7> Another "classic" embedding. ;)
No peeking! |
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| North and South |
Sat 12 Mar 2005 10:44 |
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<Tom 7> I am finding this one apparently impossible. |
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| Clack |
Sat 12 Mar 2005 10:44 |
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<Tom 7> Fun!
I think this kind of level is more enjoyable with a "solution key" off-screen (I just looked at the web page screenshot of the level), so that you don't need to remember where the colored panels are. |
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| The City |
Fri 11 Mar 2005 21:23 |
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<jcreed> Nice! It's like "Escape: Campaign Mode". |
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| Time Bomb |
Fri 11 Mar 2005 19:10 |
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<Tom 7> Cut the red wire!
<jcreed> NNNNGGGH. |
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| Impossible |
Wed 09 Mar 2005 23:41 |
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<heather> I will get you MAX! You, and your little dog too.
(ASA) |
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| Not Quite DNF (v2) |
Wed 09 Mar 2005 22:59 |
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<Tom 7> I'm not sure if I should be proud of myself for solving it manually by brute force or not. ;)
I did write ML code to generate the NQNQDNF cook of this level.
<jcreed> Solved with the ^2power^< of ^2perl^<. |
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| Iron Curtain v2 Service Pack 1 |
Tue 08 Mar 2005 20:02 |
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<jcreed> It's okay, I can just release Iron Curtain XP ;) |
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| Not Quite DNF (v2) |
Tue 08 Mar 2005 01:27 |
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<bpotetz> Tom's cook was pretty cool, but for the satisfaction of folks like Thanerik, I guess it's time to upload the (hopefully) uncookable version. |
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| Iron Curtain v2 Service Pack 1 |
Mon 07 Mar 2005 22:36 |
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<Tom 7> It's actually with the transporters, not the steel. I'll see if I can fix it. (Otherwise, well, that's what you get for beta testing! ;))
<Tom 7> The way it breaks, I mean.
<Tom 7> Oops, this one might break too, but it looks like it's inessential. |
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| Claustrophobia/Panel Abuse |
Mon 07 Mar 2005 21:57 |
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<Tom 7> Actually, I take that back. I want to make a simplification so that all panel actions happen at the end of a motion (without robots, a "turn"). Right now that's not the case in a few situations, but they are almost all situations that were previously "warnings," so I don't think it will be a problem to change the behavior. You'll still be able to do what this level does, just in a slightly different way.
Hold off on the warning levels for now. (Also, the behavior of stepping from a trap to a panel that targets that trap will change, too). |
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| Clack |
Sun 06 Mar 2005 23:25 |
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<jcreed> Very nice! Loose, but not in a bad way. Still made me have to think about it. Much like potetz was saying earlier, I really like these kind of mini-embeddings of other sorts of puzzles in escape. |
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| The Yellow Room |
Sat 05 Mar 2005 21:21 |
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<jcreed> Aha, all those months of intense ricochet robot playing finally pay off. |
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| Six little ducks |
Sat 05 Mar 2005 17:06 |
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<jcreed> A delight! |
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| Synchronize |
Sat 05 Mar 2005 16:30 |
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<jcreed> holy wts |
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| Peel and Stanels v3 |
Sat 05 Mar 2005 13:44 |
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<Tom 7> Disproved! |
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| Extraction |
Sat 05 Mar 2005 11:51 |
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<Tom 7> Well, you're sure good at it! |
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