|
|
 |
 |
| Scramble |
Mon 20 Jun 2005 20:10 |
 |
<John Lewis> 'Scramble' uploaded by John Lewis. |
|
| |
| Jumps (Tom 7's Variation) |
Mon 20 Jun 2005 17:53 |
 |
<Tom 7> (SPOILER) That's because you don't have the new version of the game yet (wait about 2 minutes). The bug was a very rare combination of pushing, panels, and traps, as seen when you push the broken bot out of the cage at the right. Since you push him over a trap, the trap should fall, but it doesn't because it gets swapped into bizarro land before the game checks if there was a trap there. Since panel swaps are supposed to happen at the very end of the motion, this was wrong.
This (and noname's bug ask) were the only levels that used it--at least in the original solutions.
<Max> Hmm, this one isn't in the quarantine for me and is still solvable with the same solution. I upgraded and everything... Although I always suspected something fishy was going on. What, specifically was the bug?
<Tom 7> This level might still be possible, but not with the solution used. If anyone can solve it, please re-upload it (renamed) with the new solution. Otherwise, I will make a mod. |
|
| |
| Chinese Remainder Theorem |
Mon 20 Jun 2005 17:15 |
 |
<Tom 7> (SPOILER) That's why the number of moves is a spoiler! |
|
| |
| Jumps (Tom 7's Variation) |
Mon 20 Jun 2005 17:12 |
 |
<Tom 7> (admin) Moved to quarantine. |
|
| |
| Broken Trap (bug ask) |
Mon 20 Jun 2005 16:02 |
 |
<Tom 7> Not actually impossible, as Doom showed, but the solution on the server doesn't match the game now.
<Tom 7> (admin) Moved to quarantine. |
|
| |
| Chinese Remainder Theorem |
Mon 20 Jun 2005 15:59 |
 |
<Max> (SPOILER) Heh, looking at the number of moves to the solution to this one makes it pretty easy to solve ;). |
|
| |
| Treehouse (v3) |
Mon 20 Jun 2005 15:46 |
 |
<Max> (SPOILER) Yeah, pretty pointless -- isn't that version long-retired?? |
|
| |
| Holey Transporter! (v2) |
Mon 20 Jun 2005 15:43 |
 |
<Max> (SPOILER) Cook: Whoo! Once again, I did not use the bottom left quarter of the level. This cook is pretty nasty, if I do say so myself. |
|
| |
| Memory Hole |
Mon 20 Jun 2005 15:39 |
 |
<Tom 7> (SPOILER) Added speedrun: 218 moves (old: 999999).
Ditto... |
|
| |
| Treehouse |
Mon 20 Jun 2005 15:38 |
 |
<Tom 7> (SPOILER) Added speedrun: 168 moves (old: 172).
Pointless speedrunning... |
|
| |
| Collapses |
Mon 20 Jun 2005 15:33 |
 |
<Max> Sorry, just tightened up slightly -- not even enough to merit a new version title ;).
<Max> 'Collapses' uploaded by Max. |
|
| |
| Collapses |
Mon 20 Jun 2005 15:30 |
 |
<Max> Moved to graveyard. |
|
| |
| Holey Transporter! |
Mon 20 Jun 2005 15:29 |
 |
<Milton> Stupid of me. I'm uploading a second version that should fix that cook.
FYI, you can cook it slightly worse with a faster speedrun by not dragging the two lower blocks up at all (you don't need to block the lowest laser because you can step right into the transporter).
Hopefully it will be tighter. |
|
| |
| Broken Trap (bug ask) |
Mon 20 Jun 2005 15:27 |
 |
<Tom 7> (SPOILER) nice, doom.. ;) |
|
| |
| Holey Transporter! |
Mon 20 Jun 2005 15:24 |
 |
<Milton> Moved to graveyard. |
|
| |
| Collapses |
Mon 20 Jun 2005 15:24 |
 |
<Max> (SPOILER) Actually, the selector tool (thank you very much for making this OS X compatible with Apple-click!!) probably cut the overall time of designing this level in half. It's hard to think of a tool that would make this easier. But the main operation involved is getting a single line of panels to refer to a single line of tiles elsewhere usually. One thing that seems more manageable is a tool that gets a series of panels to refer to one single tile, as in the row of grey panels that activate the single laser. |
|
| |
| Holey Transporter! (v2) |
Mon 20 Jun 2005 15:23 |
 |
<Milton> 'Holey Transporter! (v2)' uploaded by Milton. |
|
| |
| Holey Transporter! |
Mon 20 Jun 2005 15:19 |
 |
<Max> (SPOILER) Cook: Didn't use the bottom left quarter of the level at all. |
|
| |
| Collapses |
Mon 20 Jun 2005 15:18 |
 |
<Tom 7> (SPOILER) Yikes--looks crazy! I'll need to tackle this after I fix this damn trap bug.
About these mass tile-swapping levels.. is there something I could add in the editor that would make this easier to do? It seems like a lot of work clicking back and forth, and prone to mistakes. But I'm not sure what the right tool would be.
<Max> This one's probably my most mechanized level yet. I've spent such a long time working on it that I have no idea whether it will come across as extremely difficult or fairly simple. Once the concept of the puzzle becomes clear it's my hope that it leans toward the latter, though. I also really hope this one doesn't spawn a cooking nightmare like Jumps! I *think* it's pretty tight, though.
<Max> 'Collapses' uploaded by Max. |
|
| |
|
|
 |
 |