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Re-Autoswitch Sun 05 May 2013 22:31
<Dave> I just thought I should post a comment to point out that your posted comment explianing that your previous posted comment was posted in comments on the wrong level is posted in the wrong level's comment posts.

Just thought you should know... .=)
 
All mod cons 9 Sun 05 May 2013 19:41
<mm> Thanks, Dave, for re-introducing the lost tiles. Hopefully this time I'm commeniting on the right place...?!
 
Re-Autoswitch Sun 05 May 2013 19:38
<mm> Sorry, this comment had ment to be elsewhere.
 
Electric Field (Fix) Sun 05 May 2013 19:37
<mm> Thanks for re-introducing the "lost" tiles!
 
All mod cons 6 Sun 05 May 2013 19:35
<mm> Moved to graveyard:
Au revoir
 
All mod cons 1 Sun 05 May 2013 19:34
<mm> Moved to graveyard:
Ciao
 
All mod cons 7 Sun 05 May 2013 19:18
<Dave> Moved to graveyard:
Good night Vienna.
 
All mod cons 9 Sun 05 May 2013 18:55
<Dave> 'All mod cons 9' uploaded by Dave:
As we seem to be rolling with this plan... I've put in some of the bits that got lost before. Hopefully this forces red too.
 
All mod cons 8 testing the water Sun 05 May 2013 17:19
<mm> Mark, for me, this is seems to be a totally different concept. I had defined some black floor for the bot-window on the right on purpose because I didn't want the bots to freely walk around there and to fallow the player. I wanted those bots to more or less stay where they are, and I thought one could always introduce a transporter if ever it would become necessary to get one of the bots to appear somewhere else within that "cave".
 
All mod cons 8 Sun 05 May 2013 17:03
<mm> Mark...! ... -> ...?!!?! ;)

I feel kind of clueless at the moment and don't really know what to say... We're playing the game based on those rules YOU had defined some time ago, cf. level number 3380, and your own first rule sais: "1. Add up to around 10ish tile" (not around 40ish tiles!)

Breaking the rules a little bit once in a while seems o.k. to me if ever it helps to add any substantially important things to the progression of the teamwork. But on the other hand, I think that we should try to play based on the rules we had defined, otherwise the game itself could loose it's purpose and also the team-play could become kind of unfair towards the others who desperately try to respect the rules and for this reason take certain decisions that are defined by those rules.

I do agree that a bot-window on the bottom can add some very interesting possibilities to this "All mod cons" concept. So I think we should keep it.

I'd vote for keeping this mod number 8. But from now on, folks, please try to at least kind of respect the rules more or less, ok?

I hope this helps and will clarify enough things so we can continue?!








 
Electric Field (Fix) Sun 05 May 2013 10:26
<devin> 'Electric Field (Fix)' uploaded by devin:
I fixed what could've been a cook.
 
All mod cons 8 testing the water Sun 05 May 2013 09:35
<mark> 'All mod cons 8 testing the water' uploaded by mark:
if you dont want these number eights i have no problem deleting.
This only makes it easier for further mods and longer sequencing down the right.
Feel free to let me know what anyone thinks.
 
All mod cons 8 Sun 05 May 2013 09:29
<mark> Sorry i did not remember that,had so many comments and levels to play slipped my mind.
Maybe because its not roaming free it might be ok.
I just been working on a big mod (very outside the rules) but it simplifies the right and brings in endless possibilities for further sequencing and cooking,without changing the puzzle.
i will load it and to see what is said and then delete both if not wanted.
<mark> 'All mod cons 8' uploaded by mark:
Never got to play 1-5 was not here,so i was waiting to see who would choose where to go from next.
Moved the whole bottom layer down one row hope that does not count as changes.
Added a few more than ten but idea could not work without it, no point leaving wholes in bottom button box.
Could not force red ball in this mod but sure it can happen soon.
 
All mod cons 7 Sun 05 May 2013 00:29
<Dave> 'All mod cons 7' uploaded by Dave:
I didn't want to mod yet, but as nothing seems to be happening...
If you like, the sequencer on the right can be taken out later once there is enough structure on the left to make it redundant.
 
Electric Field Sat 04 May 2013 21:20
<mark> beat me by about 10 seconds ,it said upload speedrun failed after it told me i had speedrun.
<devin> 'Electric Field' uploaded by devin:
Watch out, one of these bots are useful!
 
All mod cons 3 Sat 04 May 2013 09:09
<mm> BTW: spin-offs are certainly welcome! ;)
 
All mod cons 6 Sat 04 May 2013 09:08
<mm> 'All mod cons 6' uploaded by mm.
 
All mod cons 1 Sat 04 May 2013 08:49
<mm> A new rule seems necessary: we are allowed to place only one bot/remote/bomb per mod, i.e. we can choose either a bot or a remote or a bomb.
 
All mod cons 3 Sat 04 May 2013 08:41
<mm> As this level number 3 is - implicated by the timer - excessively and completely cooked and as the cooks seem very complicated to get fixed (cf. subsequent mods in the graveyard), AND as we seem to be hopelessly stuck... -> I think the best thing to do at the moment is to re-do number 3.

Plus: from now on we're only allowed to apply one bot or remote or bomb per mod, I mean we'd have to chose between them, we can not have one of each. Either bot or bomb or remote.

I hope this will help to get un-stuck now! And I hope you don't mind, N7Dot, I'm really sorry for all the missunderstandings!
<Dave> Sorry about the double post. I got a server refusal on the first one which crashed the app, so had to start from scratch, but it seems it got through anyway... Tom7!?
<Dave> Hi Kirima,

You cannot let this die, it's too good a template.

I only made 4 to counter the timer issue, but tried to do it in a way that opens up more possibilities. I am looking at using the right side to force sequentiality on the main puzzle on the left.

I deleted dozens of mods before I was happy with v2 because the first mod has so much effect on the future of the level. Please mod as you see fit from whichever version to get back on track.
<Dave> Hi Kirima,

I played with dozens of ideas before making the first mod: It wasn't easy to make a decision because the first mod sets the style of the level more than any other.

So, just to explain, my thinking was to use one portion of the right-hand side to force some sequentiality on the left-hand side solutions in a way that could be adjusted as and when necessary.

Unfortunately, the timer issue forced another mod to to take it out of play for the time being.

Please fix from whichever version you think appropriate. This will NOT get stuck, it's too good an idea!!!. It will get spin-offs though :)

Your move, I've run out.
<mm> The purpose of the introduction of bots on the right side had been to support the player playing his things - whereas conducting bots from kind of far away might be interesting, too, but maybe that theme is not really adapted to the rules we had defined for your teamwork? As Dave already mentioned I'd also love seeing more stuff to actually play with on the left side to lots of dancing bots on the right.

Mark had suggested earlier to allow bots to just press a botton instead of totally exclude bots, and that's what I've tried to do when I uploaded the first of these levels. A suitable new rule could be to allow only one new bot/bomb/remote per mod? Don't get me wrong, I'm just trying to prevent further missunderstanding and I hope we're not stuck again already at such an early stage of the teamwork!
 
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