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Three Bots and Three Buttons Tue 28 Feb 2006 00:34
<Doom> (SPOILER) Both of the bots can definitely reach the top right corner. I didn't find it that hard to do.
 
Block Maze Mon 27 Feb 2006 23:15
<mjn> Great level--very sneaky...
<John Lewis> (SPOILER) Added speedrun: 448 moves (old: 498).
Still can be improved on...
<John Lewis> 'Block Maze' uploaded by John Lewis:
Okay, this should work!! :) (Although my speed record is still pretty bad...;))
 
Block Maze Mon 27 Feb 2006 19:23
<John Lewis> Moved to graveyard:
Whoops...thanks to Alois for catching that. I forgot that putting a panel on both layers causes it to connect to the same place. :-/ New version coming soon...
<Alois> (SPOILER) Added speedrun: 275 moves (old: 498).
<John Lewis> 'Block Maze' uploaded by John Lewis:
My first original level in quite a while. Not that hard...let's just hope it won't be cooked. ;) Have fun!
 
Small Rooms Sun 26 Feb 2006 11:23
<brini> (SPOILER) Added solution "record du jour."
 
The Puzzle Sat 25 Feb 2006 19:17
<mjn> If you want to see the speedrun, you can hit Ctrl-M on the level select screen to get to the solution manager, and then Ctrl-D to download solutions from the server.
 
Three Bots and Three Buttons Sat 25 Feb 2006 19:16
<mjn> (SPOILER) Pretty cool level. I like how only one of the robots can reach the top right (unless I'm just an idiot).
 
The Puzzle Sat 25 Feb 2006 19:01
<Matthew> I got 93 moves how do i get 79?
<Matthew> I keep doing my level over and over and got move how on earth did 79 got achived? I starting to think that 79, 83, 84 and 88 is a lie!
 
Three Bots and Three Buttons Sat 25 Feb 2006 15:11
<Tom 7> This is a nice little level.
<Lukas> 'Three Bots and Three Buttons' uploaded by Lukas:
Not so hard
 
OneLeft Sat 25 Feb 2006 04:44
<mjn> Solved! with the power of C++
<mjn> (SPOILER) Aww, man, why can't I jump from the left into the space directly above the center?

I was assuming that all jumps onto red panels were legal; guess I'll have to readjust...
<OCTweak> (SPOILER) With a board of 51x68 I can easily implement all the moves. Maybe next version of Escape will permit bigger boards.
<OCTweak> (SPOILER) 
Off course is possible to implement all the moves. The only reason I did not, is because Escape limits the size off the board.
<OCTweak> I tried bots to make the moves and keep the player and "board" always in vision, but this robots are too stubborn and sometimes they don't go where we want! 8)
<Doom> (SPOILER) I think that the level idea is very cool, but the lack of many moves makes things extremely hard to plan well.

I tried this once and after I came to a dead end because I couldn't make my next (normally available) moves, I just had to give up. The solution is too rigid to be fun.

I suppose it might be possible to write down every possible move and work it out from there. But that requires plenty of extra work, which I don't feel like doing right now.
<Tom 7> Excellent!! I still don't understand how this mechanism works exactly, but it's a really neat embedding and even neater that you don't use bots at all.
<OCTweak> Without zoom I believe this level is impossible
<OCTweak> 'OneLeft' uploaded by OCTweak:
Remove all, except for "laser" in the middle. Place the red block to indicate "laser" destination. The position between the origin and destination will change. Not all moves were implemented. Although cheating is possible, I do not know if you will end the level. The solution I uploaded, is a valid solution for the real OneLeft game.
 
pinball2 Fri 24 Feb 2006 09:07
<estatin> (SPOILER) Added speedrun: 337 moves (old: 356).
<estatin> (SPOILER) Added speedrun: 356 moves (old: 359).
 
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