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Modular Thinking 7 |
Sat 01 Jun 2013 14:39 |
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<mark> 'Modular Thinking 7' uploaded by mark:
Havent had any of this for a while,
also want a few levels inbetween DC5 mix up.
PS i was merily putting a puzzle in the bottom when i remember the rules. can anyone make it a good one. |
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Bomb Boy |
Fri 31 May 2013 09:47 |
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<devin> 'Bomb Boy' uploaded by devin:
Just a hard-working level I have made using Garygoh884's style of a level. |
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Segment 1 |
Thu 30 May 2013 22:07 |
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<devin> 'Segment 1' uploaded by devin:
Just a little segment for a level i will be making for June or July, I am hoping it will turn out great! |
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Bits and pieces 1964 |
Thu 30 May 2013 19:55 |
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<Dave> Ha ha! Should've spotted that when I was wondering what the 1964 reference was. :)
<mark> Moved to graveyard:
Nice cook Dave i actually made this for you. the clue was in the title.
Maybe fix sometime. |
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Mods chat level |
Thu 30 May 2013 19:11 |
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<Dave> Don't worry about it, Mark. I once thought the same thing and, if you're anything like me, you will get stalled now and again.
I found once I got to that point that solutions came like buses: One here or there and then you get a session where things just fall into place and you nail a whole bunch of them, then things tick over nicely for a while until you hit the wall again. It's kept going like that, right down to now. About 8 weeks ago, having not solved one for months, two of them fell into place within an hour. Then no more progress until I finally ticked off another one yesterday.
Genius is no substitute for sheer bloody-minded determination, but sometimes you just have to wait until you're in the right mindset. |
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Bits and pieces 1964 |
Thu 30 May 2013 18:33 |
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<mark> 'Bits and pieces 1964 ' uploaded by mark:
Please dont be cookable |
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X Grid |
Thu 30 May 2013 17:17 |
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<devin> 'X Grid' uploaded by devin:
Almost finished! |
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Square Palette |
Thu 30 May 2013 16:53 |
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<devin> 'Square Palette' uploaded by devin:
This is just a graphics test the transponders started glitching out, so I had to replace them. |
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8An 60U |
Thu 30 May 2013 12:07 |
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<devin> '8An 60U' uploaded by devin. |
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modify me |
Thu 30 May 2013 06:37 |
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<Tom 7> (admin) Automatically moved to minor leagues.
(Difficulty: 1.0 Style: 2.0) |
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Mods chat level |
Wed 29 May 2013 17:07 |
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<Dave> Looking forward to tomorrow's 1700 level :) |
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1600 |
Wed 29 May 2013 16:09 |
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<mark> '1600' uploaded by mark:
Not to hard this one its just a celebration of my achievement today.
Left speed run for first player to get. |
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All mod cons 22 |
Wed 29 May 2013 08:25 |
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<Dave> Moved to graveyard:
OK, that's enough, I'm deleting now before it gets over-cooked. |
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Mods chat level |
Tue 28 May 2013 15:27 |
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<Dave> Ni Mark, I was planning to delete it anyway. Just though I'd leave it a up a few days for fun.
By searchable comments, I meant 'text' searchable rather than searchable by level. I sometimes recall non level specific things which have been discussed in comments and without remembering which level the discussion was in there is no easy way of finding them again.
I usually find it quicker to pull up level comments by getting the level number from the game, pulling up comments for any random level and overwriting the level number in the URL "...bar.org/f/a/escape/level/3537?spoilers=1"
<Dave> Wow! Dungeon is a total rip-off and not a good one. I guess there is no way to copyright a game concept.
Electricity is water, hugbots are knights, daleks are evil knights, sliders are carts, and lasers are dart-shooters. When two evil knights crash they turn in to some kind of pile of dead bodies and armour. Everything else is the same including most of the graphics ideas. I note that Tom is only creditted as a level author and even that is hidden away in a readme.
It was clearly made after the introduction of bots but before bombs. Instead it has pink spheres based on the ones used in CC. I will be generous and assume the idea was to take Escape and try to merge in CC elements but it never got that far.
Graphics quality is terrible as are the controls, so I would advise anybody else thinking of having a look not to waste your time. |
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All mod cons 21 |
Mon 27 May 2013 11:41 |
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<Jim> Moved to graveyard:
I was hoping to force my solution but that clearly failed. |
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Mods chat level |
Mon 27 May 2013 02:46 |
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<Dave> Jim, just been for a reccy. Looks like they right are in the middle of building a another LP release right now so the chances of getting any attention are about zero squared anyway. Just had a play of a couple of Joshua Bone's new levels - and, yes, the time limit is still as irritating as ever. Funny thing is CC levels are fun to build but so annoying to play.
<Dave> Jim, I'm not a huge CC fan for the same reasons as you, I only discovered it because of Escape. It was never included in the release of WEP I had many years ago, only later found out that some games were editted out of the early UK release. That said, it is a very interesting game, not least because the level creators prefer to incorporate the bugs into levels rather have the game fixed, but Escape wins every time as far as I'm concerned.
I don't have any direct contact with anybody. Could try posting on the CC message board... may catch the attention of John Lewis or Davis Stolp but I would bank on it.
<Dave> You won't find the original Chip's Challenge for MAC but I think you can get a MAC version of TileWorld which is a better option anyway. It may not come bundled with the level set files, but they are easily available.
<Dave> Born and bred East London. Probably would have ended up somewhere on the continent, instead of here, if I wasn't quite so linguistically inept ;)
<Dave> Pieguy, Joshua Bone, and, especially, John Lewis have been busy in the Chip's Challenge camp.
Myst and Riven. That takes me back a few years, was living in Holland then so it must have been about 2001, think the others came later. Loved them, but I dread to think what the graphics on the original would look like now! |
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All mod cons 22 |
Sun 26 May 2013 20:54 |
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<Dave> 'All mod cons 22' uploaded by Dave:
Sorry Jim, couldn't resist! |
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Mods chat level |
Sun 26 May 2013 19:58 |
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<Dave> I couldn't agree more Kirima, and quite a few of those 3000ish players are N7DOT :=). Question to all: How did you come across the game in the first place?
About 4 or so years ago, I found a ancient copy of Sokoban on a back-up disk, played through all the levels and started wondering if the concept had been taken further. A search of the net revealed quite a few games which I downloaded and tried one by one. They were all unsatisfactory until I chanced upon Escape which was maybe about the 5th one I tried. Even then, it took me a little while to really get into it.
These are many many reasons for the lack of players but I think the biggest one is lack of profile. Just pretend you don't know about Escape, type something like 'block pushing puzzle game' into google and try and find the first hit. Only the determined or the already initiated will find it. This profile will have gradually dropped over recent years as the battle for high placement on the search engine lists has intensified. Social media based games, sponsored mobile apps, and heavily pushed commercial releases have more or less totally bumped Escape out over the last 4 years. This was the main reason I thought of resurrecting the FB page, but maybe that wasn't the best idea, I guess we'll just have to think of a different way.
I also think the lack of in-game or searchable comments is a big problem when it comes to retaining new players. I seem to remember that radiant had an idea for implementing a forum, does anybody recall this? |
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All mod cons 21 |
Sun 26 May 2013 19:58 |
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<Jim> 'All mod cons 21' uploaded by Jim:
We all had a nice break from this level, but I still had one more mod hanging around. |
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