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| Pipeworks 2 |
Sun 24 Jul 2005 15:12 |
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<Doom> Sigh. I found another solution that ruins the level because it's a lot more simple than the intentional solution. I'm going to delete this one and possibly upload another version later.
<Doom> 'Pipeworks 2' uploaded by Doom:
The sequel to my first escape level is here! It's also the first real level to use transponders. Have fun. |
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| Animation Glitch2 |
Sun 24 Jul 2005 11:28 |
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<Tom 7> Yes, the animation is backwards. I will fix it...
(in the meantime, how about some real levels using the new tiles?)
<Stephan> Moved to graveyard.
<Stephan> 'Animation Glitch2' uploaded by Stephan:
This is a simpler example of the out-of-sequence transponder animation bug. |
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| animation glitch |
Sun 24 Jul 2005 01:56 |
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<Stephan> Moved to graveyard.
<Stephan> 'animation glitch' uploaded by Stephan:
This level shows several animation problems which occur when electric transponders cross signals, particularly when triggered multiple times in one move. Notice that the last flash of electric isn't at the end of the path. Also, this shows an example of why the laser beam should be erased first if player is 'starting dead'; the beam appears to exists after the laser has vanished. |
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| RGB sort |
Sat 23 Jul 2005 18:38 |
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<Tom 7> (admin) Moved to graveyard. |
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| Sea of Blue |
Sat 23 Jul 2005 18:38 |
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<Tom 7> (admin) Moved to graveyard. |
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| RGB sort - fixed |
Sat 23 Jul 2005 18:03 |
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<Tom 7> The original solution is added automatically when you upload, Yoav.
<Yoav> (SPOILER) Added solution "Original." |
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| RGB sort |
Sat 23 Jul 2005 17:57 |
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<Yoav> (SPOILER) Added solution "Cook (see fix)":
I didn't mean it... Doom does it again :) |
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| RGB sort - fixed |
Sat 23 Jul 2005 17:55 |
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<Yoav> 'RGB sort - fixed' uploaded by Yoav:
Fixed another one of Doom's cooks :) |
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| RGB sort |
Sat 23 Jul 2005 17:54 |
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<Tom 7> (SPOILER) Cook: You can just walk by the second puzzle! |
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| Weird laser animation |
Sat 23 Jul 2005 17:50 |
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<Tom 7> Yes, I know about this bug. It doesn't have anything to do with horizontal vs. vertical, it's just that if beams cross path, then they have to be drawn in separate animations, but because of an old design these animations are generated in reverse. This is very confusing and I plan on fixing it. |
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| RGB sort |
Sat 23 Jul 2005 17:34 |
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<Doom> (SPOILER) Added speedrun: 211 moves (old: 263).
The second half can be skipped because hearts in the other dimension don't affect game. |
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| Weird laser animation |
Sat 23 Jul 2005 17:31 |
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<Doom> Moved to graveyard.
<Doom> 'Weird laser animation' uploaded by Doom:
Apparently the horisontal lasers are drawn before vertical ones. This can create some very weird animation as shown in this example level. Is this behaviour going to stay? It may be a little disturbing in some situations. And cool tiles, by the way :) |
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| RGB sort |
Sat 23 Jul 2005 17:23 |
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<Yoav> 'RGB sort' uploaded by Yoav. |
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| Tutorial 20: Transponders |
Sat 23 Jul 2005 15:48 |
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<Tom 7> (admin) Moved to official/tutorial.
<Tom 7> 'Tutorial 20: Transponders' uploaded by Tom 7:
Oops, the previous version had an awake exit from the start. That seems to be a common mistake... |
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| Tutorial 20: Transponders |
Sat 23 Jul 2005 15:47 |
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<Tom 7> (admin) Moved to graveyard.
<Doom> Yep. Definitely wrong kind of exit.
<Doom> (SPOILER) Added speedrun: 23 moves (old: 77).
Erm, cooked?
<Tom 7> (admin) Moved to official/tutorial. |
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