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North and South Sat 12 Mar 2005 15:47
<Tom 7> Actually, you could probably trick the client that way. But the server really checks the solution, so it wouldn't work there!
 
Cornered Sat 12 Mar 2005 14:40
<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!
 
North and South Sat 12 Mar 2005 14:32
<jcreed> i craxed ur SHA-5 hash algorishm!! there is no solve!! hahahah
 
Robot Finds Exit Sat 12 Mar 2005 13:42
<jcreed> Cute.
<Tom 7> Another "classic" embedding. ;)
No peeking!
 
North and South Sat 12 Mar 2005 10:44
<Tom 7> I am finding this one apparently impossible.
 
Clack Sat 12 Mar 2005 10:44
<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.
 
The City Fri 11 Mar 2005 21:23
<jcreed> Nice! It's like "Escape: Campaign Mode".
 
Time Bomb Fri 11 Mar 2005 19:10
<Tom 7> Cut the red wire!
<jcreed> NNNNGGGH.
 
Impossible Wed 09 Mar 2005 23:41
<heather> I will get you MAX! You, and your little dog too.
(ASA)
 
Not Quite DNF (v2) Wed 09 Mar 2005 22:59
<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^<.
 
Iron Curtain v2 Service Pack 1 Tue 08 Mar 2005 20:02
<jcreed> It's okay, I can just release Iron Curtain XP ;)
 
Not Quite DNF (v2) Tue 08 Mar 2005 01:27
<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.
 
Iron Curtain v2 Service Pack 1 Mon 07 Mar 2005 22:36
<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.
 
Claustrophobia/Panel Abuse Mon 07 Mar 2005 21:57
<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).
 
Clack Sun 06 Mar 2005 23:25
<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.
 
The Yellow Room Sat 05 Mar 2005 21:21
<jcreed> Aha, all those months of intense ricochet robot playing finally pay off.
 
Six little ducks Sat 05 Mar 2005 17:06
<jcreed> A delight!
 
Synchronize Sat 05 Mar 2005 16:30
<jcreed> holy wts
 
Peel and Stanels v3 Sat 05 Mar 2005 13:44
<Tom 7> Disproved!
 
Extraction Sat 05 Mar 2005 11:51
<Tom 7> Well, you're sure good at it!
 
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