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| Modular Thinking 14a |
Thu 20 Jun 2013 02:48 |
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<Dave> To be honest Jim, I did consider modding it, but there are only so many hours in a day. It will lead to something to completely different and is probably worthy of a spin-off series. Go ahead! |
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| Mods chat level |
Thu 20 Jun 2013 02:16 |
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<Dave> I always find myself typing 'it's' instead of 'its'. I know what I should type but my finger ca'n't stay away the apostrophe.
<Dave> Sorry Kirima, my clue was not intended to be as cryptic as that, should've thought a bit more about the wording... Before you leave the bottom left room you must return the sliders to their original orientation, the 'evil' slider is there to force you to do this, it serves no other purpose.
I'm clearly much lazier than Jim. If a mod shares say the first 1000 moves with a previous solution, as sometimes happens, I just 'i' it in and only do the changed bit manually. e.g. Avalanche 2. It's also really handy time-saver when the change in a mod is so subtle that it, or it's effect, is hard to spot. It can be used in other situations but they are very rare.
Ctrl-0 will import solutions from your player file, it doesn't care or know which level they originally related to or where the level is located. However, it will only check those solutions against levels in the current directory. That's why Optimization 462 will grab Eric's spoiler speedrun from the Minor Leagues version. I guess, at some point, many of us have uploaded a speedrun and regretted it later, I know I have, but once you've done it there is no going back (see the Single File series for an really good example... but ultimately it directly led to the creation of Quintuple File).
<mark> Hi MM,its how you solve the level that counts.What i meant by that say there is a block in the way in the original solution you solved, so you walk around it.
But if the modded version has a wall, hole or electric in its place it will not Ctrl +o.
THats because it only rememembers exact solutions.
Even if you only walk over one tile that changed to something solid but theres loads of space around it , Ctrl + 0 can not recognise solution.
It happened to me in Modular Thinking when you took out a slider by the yellows.
For me to get Ctrl+0 to work i had to pretend the slider was there and push it to the side.
Hope this message is clear written in a rush ,i'm going down the pub now.
Its been the best day of the year over so far 23 degrees, so its making me thirsty.
By for now |
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| Just mod blocks |
Wed 19 Jun 2013 09:41 |
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<mark> Now we got holes the rule about red blocks has to change they are ok.
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| Just mod blocks 2 |
Wed 19 Jun 2013 08:53 |
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<mark> Moved to graveyard:
Not needed |
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| Just mod blocks 4 |
Wed 19 Jun 2013 08:51 |
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<mark> 'Just mod blocks 4' uploaded by mark:
Smart idea devin,added to it by two.
Moved a few blocks and added a wire. |
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| Modular Thinking 19 |
Wed 19 Jun 2013 02:52 |
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<Dave> Your oversight was overseeing my oversight. So I got in first! Apologies. |
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| Mods chat level |
Wed 19 Jun 2013 02:40 |
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<Dave> Mark, if you use ctrl-down you can scroll the screen down. It wont let the player go closer than three spaces from the edge, but this is easily enough to have the bottom rows on screen while working in the middle room. |
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| Just mod blocks 3 |
Tue 18 Jun 2013 21:46 |
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<devin> 'Just mod blocks 3' uploaded by devin:
A small update with the use of the grey blocks. |
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| Modular Thinking 19 |
Tue 18 Jun 2013 20:47 |
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<noname> Moved to graveyard:
Obsolete because of oversight (see 20). It seems not difficult to fix, so I may upload a fixed version if there is popular demand. |
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| Modular Thinking 14a |
Tue 18 Jun 2013 18:44 |
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<mm> Moved to graveyard:
This seems obsolete, even though I don't really know why?! |
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| Modular Thinking 20 |
Tue 18 Jun 2013 17:12 |
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<mark> 'Modular Thinking 20' uploaded by mark:
Very sneaky noname,try this. |
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| Just mod blocks 1 |
Tue 18 Jun 2013 16:07 |
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<mm> Moved to graveyard:
ciao |
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| Just mod blocks |
Tue 18 Jun 2013 15:41 |
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<mark> Moved to graveyard:
That mod has nothing wrong with it at all mm,
The only reason i said no red blocks is so red steels stand out. |
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| Just mod blocks 2 |
Tue 18 Jun 2013 15:37 |
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<mark> 'Just mod blocks 2' uploaded by mark:
Five pieces added,,one red steel moved. |
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| Just mod blocks 1 |
Tue 18 Jun 2013 12:35 |
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<mm> 'Just mod blocks 1' uploaded by mm:
Not too sure if I've got the rules right? |
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| Just mod blocks |
Tue 18 Jun 2013 10:14 |
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<mark> Ps changing the position of a block does not count to your 5ish goes.
If theres somthing in your way and you need to move it,put it some place else.
<mark> 'Just mod blocks' uploaded by mark:
Can we make a level i hate "Block pushy".
New rules.
1. For the first 5 mods red and green steels can be moved.
2. About 5ish changes or less.
3. Only add blocks, no rough or electric.
4. No bots or bombs, Broken bots ok.
5. Wires,lamps and B R G floor ok.
6. Removing othr peoples blocks is allowed.
7. Please don't use red blocks.
Not so sure if this can work but its worth a try. |
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| Modular Thinking 19 |
Tue 18 Jun 2013 07:08 |
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<mm> No problem!
<noname> 'Modular Thinking 19' uploaded by noname:
Sorry, Kirima, but I would like to push Dave's idea a bit further. |
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| Modular Thinking 14a |
Tue 18 Jun 2013 03:35 |
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<mm> 'Modular Thinking 14a' uploaded by mm:
One more, happy cooking! ;) |
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| Modular Thinking 16 |
Tue 18 Jun 2013 02:09 |
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<Dave> Moved to graveyard:
Obsoletificated |
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| Modular Thinking 15a |
Mon 17 Jun 2013 12:21 |
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<mark> 'Modular Thinking 15a' uploaded by mark:
One for fun to find my solution.If i was playing at the time something like this might of happened.
So glad it did not would have spoilt the level,and my fun of 16 17 & 18 |
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| zigue-zague 1 |
Mon 17 Jun 2013 04:17 |
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<Jim> Welcome back Carlin, its really nice to have you return. |
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