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Time Trap (Maximum Security version) Tue 02 Aug 2011 05:36
<SPAM> (SPOILER) Added speedrun: 104 moves (old: 108).
 
Red Manipulation: Vertical Limit Sun 31 Jul 2011 21:18
<radiant> (SPOILER) Added speedrun: 113 moves (old: 115).
<Jim> This was a lot harder than it appeared, nice level!
<radiant> (SPOILER) Added speedrun: 115 moves (old: 119).
<SPAM> 'Red Manipulation: Vertical Limit' uploaded by SPAM:
Quite simple but hopefully still interesting. Enjoy!
 
Botkoban 2 Tue 26 Jul 2011 18:26
<Jim> (SPOILER) I finally solved this one, only 3 left in triage now for me (Botkoban 3, Land of 10000 Bots, and of course block cipher which I never intend on trying).
 
Maximum security Sun 24 Jul 2011 14:40
<ggned> hard but good !
 
Twins (Impasse) Wed 20 Jul 2011 23:04
<radiant> No, it's the level called (appropriately enough) "twins". The Final Dance seems rather difficult to implement, if it's even possible at all, because some tiles are subject to multiple types of hazards passing over them and we only have two layers to work with.
<wowei> wonderful implementation of a nice lill game. is this "the final dance"?
<radiant> This idea of traps ignoring the rising edge (where panels wouldn't) has been extremely underutilized over the years.

I would just suggest putting an exit square in the lower grid so that it's easier to decipher if you haven't played the original game.
<SPAM> 'Twins (Impasse)' uploaded by SPAM:
This is an embedding of a level featured in a neat little puzzle game called "Impasse" that I stumbled across today. Enjoy!
 
Be the Bee (Flowers 1) Mon 18 Jul 2011 15:50
<ggned> i love xD

easy but ... long ! !
 
Planetary Mystery Sat 16 Jul 2011 17:49
<mm> (SPOILER) Wowei, knowing kind of a lot about the original and "old" levels unfortunately does not seem to help me finding any solution for these new versions. But I'll certainly keep on trying.
<wowei> (SPOILER) Jim, i didnt want to say, its easy - not at all it is, and inho your find is great.

Of course the solution is very hard to see and i only can imagine it took a long time to discover, but ... if you already know the original plan and you are told then: "dont use red", then the problem becomes a little bit more easy to solve.
 
Animation Bug - Basic trap breaks twice Fri 15 Jul 2011 04:45
<Delvin> Don't see any bug here myself.

Turn 1: Player steps off trap 1 to button 1. Hole 1 in b-world.

Turn 2: Player steps from button 1 to button 2, flipping trap 2 twice. Then bot moves down dropping trap 2 and flipping hole 1 back.

It's just that the bot obscures the first double flip. If you move it away and add an identical panel it activates you can see three flips.
<N7DOT 3> Moved to graveyard:
i really shouldn't have to say why, as it's obvious.
<N7DOT 3> 'Animation Bug - Basic trap breaks twice' uploaded by N7DOT 3:

this might not be a bug, I can't tell.


Ok, there hasn't been an animation bug in a while, and it seemed like all the ones that exist are known and/or have been fixed.

Or maybe not. I was editing a level when I found this peculiar bug. It actually might be rooted from the gameplay rules. Here is a description:

When the bot behind you steps off the trap, the animation shows the trap getting flipped into the bizarro world, and being replaced with the previously exhausted trap, which is now a hole. Then the trap turning into a hole is played. Then the hole flips into the bizzaro world, replaced with the trap the bot was standing on, which is what the bug suggests should be played.. However, instead of bringing up a trap, it brings up a hole.

Now this is very confusing, and a fix might involve changing how the game plays. What seems natural would follow one of these options:

1. Bot hops off of trap, trap falls, 2 flips. Both traps are now holes.

2. Panel flip, bot gets off of hole, panel flip. Trap that the bot was standing on was flipped before anything stepped off it, and so it stays a trap. one hole, one trap.

Another problem is that both trap and panel trigger as soon as they are stepped off of, and panels trigger as soon as they are stepped onto. Plus, there are three flips, but bug shows two...


I am now even more confused, the panel flips happen so fast... I can't tell if it is a bug anymore. I'll just upload this to check.

if it is a bug, uh-oh.
if not ignore all of the above.
the panel flips are super quick.
 
The Millenium Level Wed 13 Jul 2011 12:42
<N7DOT 3> I ctrl-0'd and it solved this level.
 
Color Switcher 2 Tue 12 Jul 2011 23:28
<Karlodinium> (SPOILER) Added speedrun: 161 moves (old: 183).
 
Botkoban 2 Tue 12 Jul 2011 16:24
<radiant> (SPOILER) That position can actually be reached in 38, but does bot 4 really need to be blocked off like that?
<Jim> (SPOILER) I lined up the bots #4, #2, #3 from the top to the bottom in the 3rd column from the left, where I am to the left of bot #3. I will leave it to you to figure out how, but I was able to do this in 43 moves. That is the only way I've been able to get the #1 bot out. This still does not lead to a solution, I have yet to solve this level.
 
Kick Bots Thu 07 Jul 2011 20:42
<Dave> (SPOILER) Added speedrun: 66 moves (old: 76).
 
Start Thu 07 Jul 2011 19:51
<Dave> (SPOILER) Added speedrun: 398 moves (old: 406).
 
Chromatic Crisis (v4) Thu 07 Jul 2011 05:15
<noname> (SPOILER) Added speedrun: 1886 moves (old: 1917).
 
Danger Field Thu 07 Jul 2011 05:14
<noname> (SPOILER) Added speedrun: 392 moves (old: 397).
 
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