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| Playground1 |
Wed 20 Jul 2005 19:16 |
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<Tom 7> (SPOILER) Well, it's not a bug--sleeping exits can only be woken up by picking up the last heart framer on the level (in "normal world"). The sleeping exit has to be around to notice that the last one is gone, so if you make it appear after taking the last heart framer, you're out of luck.
<mr. bojangle> (SPOILER) This is a type of bug. When you push the grey block to the end of the four switches, it turns the exit into a sleeping one, which can only be opened by a (fairly) secret heart block (found by hitting the switch inbetween the blue and yellow blocks at the top right of the level). However, if you get the secret heart block BEFORE opening say, accidentally pushing the block too far and covering the fourth switch, the the exit turns into a sleeping exit and you can't get it back to normal. I think it was intended to make it _look_ like it is hopeless, but it actually is.
<mr. bojangle> (SPOILER) Cook: I only used one of the four switches at the bottom/middle of the level.(Not sure if this is a cook, but there was plenty more I could have done on the level.) |
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| Memory Game |
Wed 20 Jul 2005 15:48 |
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<Milton> Cool concept. |
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| Bug: Animation Hesitation |
Wed 20 Jul 2005 10:18 |
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<Tom 7> OK, it was really easy to fix.
<Tom 7> Weird. Well, I haven't given much thought to the player turning (I had intended to animate him), so it doesn't surprise me that there are inconsistencies. I'll take a quick look at it, but if it's a complex problem it will have to wait until there are animations for pushing gold blocks and/or turning. |
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| Patchwork (v2) |
Wed 20 Jul 2005 03:43 |
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<estatin> (SPOILER) Added speedrun: 175 moves (old: 181). |
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| Memory Game |
Tue 19 Jul 2005 22:25 |
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<Feanor> 'Memory Game' uploaded by Feanor:
A PLSL, or Painles Little Stupid Level. Enjoy? |
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| Letter Series: c |
Tue 19 Jul 2005 16:09 |
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<mjn> (SPOILER) Added speedrun: 120 moves (old: 127). |
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| So close, yet so far... |
Tue 19 Jul 2005 12:10 |
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<Milton> (SPOILER) Added speedrun: 64 moves (old: 68). |
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| Study in Blue |
Tue 19 Jul 2005 01:44 |
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<shamu.b> (SPOILER) Cook: you can use the yellow blocks in the middle to position the blue balls, so you don't need to move the blue steel blocks in the upper left. |
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| Grand Prix (v3) |
Mon 18 Jul 2005 09:27 |
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<Tom 7> Yes, I wish I could solve this one so that I could give it a great rating.
<John Lewis> This whole level has me baffled! Definitely one of the most stylish ones out there though... |
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| Bug: Animation Hesitation |
Mon 18 Jul 2005 02:49 |
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<Doom> (SPOILER) Added speedrun: 26 moves (old: 32).
:P |
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| Grand Prix (v3) |
Mon 18 Jul 2005 00:53 |
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<Dorothy> Getting the Red and the Blue in the right spots at the end has me baffled.... |
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| Bug: Animation Hesitation |
Mon 18 Jul 2005 00:51 |
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<Max> Moved to graveyard:
R.I.P.
<Max> 'Bug: Animation Hesitation' uploaded by Max:
This bug seems to be a cousin of the other animation hiccup I pointed out. When pushing a gold block into certain combinations of panels referring to certain places, sometimes the escapist will stay still and turn *after* bizarro world flips over, and sometimes the escapist will turn right away. In this case, hesitations occur next to arrow tiles, while non-hesitations (in comparable situations) occur next to stop signs. |
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| Internal Clock |
Sun 17 Jul 2005 23:54 |
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<mjn> Forgot to mention: I love the timing mechanism. I think it's funny that the robot has this big open space in which he can seemingly move freely, yet he's still completely under control...
<mjn> Aww, I kind of liked this one. Oh, well--one less hard level on the unsolved list, I guess.
Something that might make this a little less frustrating would be some kind of earlier feedback. Like, right now you it's hard to know if you're "on schedule" until you're pretty close to move #450 (or whichever it is). It'd be cool if you could know how good your progress was around moves #150 and #300, too. Then you could solve the level a segment at a time, rather than trying to optimize your whole solution at once.
For example, if there was a particular square that you had to walk on before #150, but you didn't need to afterwards, that square could get turned into a stop sign or something at #150. (Of course, having not solved this, I don't know if there are any such useful squares in this layout.)
<Tom 7> Are you uploading a new version, or deleting it in shame? I actually think this is a pretty good level, especially considering that there is apparently some slack.. |
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| Button Blocker: The Ultimate Challenge |
Sun 17 Jul 2005 22:17 |
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<John Lewis> Wow! Someone solved it...I thought this would beat DT17 as the longest unsolved level! Brian, was it you? :-) |
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| Internal Clock |
Sun 17 Jul 2005 21:50 |
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<John Lewis> Moved to graveyard:
This concept wasn't that great to begin with, I guess... |
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| Harder IQ Carrier |
Sun 17 Jul 2005 17:50 |
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<Dorothy> (SPOILER) Added speedrun: 5117 moves (old: 5295). |
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| Hardest IQ Carrier (EXPERTS ONLY!!!!!!!!) |
Sun 17 Jul 2005 14:30 |
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<Max> Darn, my perfect 0.0 rating is ruined ;)!
<Dorothy> (SPOILER) Added speedrun: 5913 moves (old: 5995).
Used all but one block. |
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