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Level comments: escape.spacebar.org/f/a/escape/level/3724 Sun 08 Dec 2013 00:29
<N7DOT> I still am unable to get to exit number 1... Pesky bots! I'm wondering though, Dave, if uploading a modification attempting to force escaping through the upper exit using minimalistic and 'just barely impossible' fixes to block the other doors (and removing the deadly aspect of the laser maze) would spoil the version you were intending to upload. If not, then once I can *actually* get to door 1 maybe I'll upload such a modification and call it 'The Accidental Puzzle' or something like that.
 
No Three in a Line (9x9) Sat 07 Dec 2013 22:51
<Dave> 'No Three in a Line (9x9)' uploaded by Dave:
9x9 part 3 (fixed).
 
No Three in a Line (9x9) Sat 07 Dec 2013 22:49
<Dave> Moved to graveyard:
Oh dear, that was silly. Fix coming... Mark, you can ctrl-0 to get speedrun back :)
 
Force of Attraction (Live) Sat 07 Dec 2013 19:13
<devin> I won by accident.
 
Mods chat level Sat 07 Dec 2013 04:23
<Dave> OK, I'll have a quick try at explaining the transponder version because I'm never going to upload it anyway. I never fully tested it because it wasn't good enough but ...

You have a grid full of panles with crossovers in bizzaro and park transponders on it. The panels map to an identical grid of remotes with blocks in bizzaro. The remotes map back to the same spots on the original grid. If the bizzaro grid is fired horizontally from the right from it will turn all the crossovers making a path to the rightmost transponder, repeat from the left. Fire across the original grid, any number other than 2 or certain cases of higher even numbers will fail, 0 cancels out. Higher evens than 2 can be ignored anyway. Refire the same way to reset the grid to its original state and repeat vertically. Hope this makes sense ...
<Dave> PPS. I am still clueless about your dalek/teleport direction reversal mechanism. Every time I tried I came unstuck with multiple consecutive reversals.
<Dave> N7. Continuing from previous comment outside of the level comments ...

I'm curious, you are full of interesting ideas, how far did you get with this before? The difficult bit is testing two axes using only one 'singularly active' piece without introducing a huge maze of remotes. (by 'singularly active' I mean a piece that can only switch over one other cell). In the transponder version I mentioned before, the transponders are 'multiply active' because they are used as both a trigger and part of the test procedure allowing a bi-axial test for exactly two pieces on each line on both axes, this makes the zero test redundant.

The final implementation using 'singularly active' pieces (ie. spheres) only checks for an even number on each axis but is backed up by a 'fail on zero' test. This only works becuse four in a line is not possible without failing either the 'zero test' or the 'parity test' somewhere else.

PS. If you solve these levels every dalek dies, if you fail they don't. If you have access to a large enough monitor (I only have this at work), the animation of the test procedure, especially for Queens, is really good. :)
 
revenge of the malformed levels 4 Fri 06 Dec 2013 21:56
<N7DOT> woo solved it :) (with 2007 version of course)
 
No Three in a Line (9x9) Fri 06 Dec 2013 20:25
<N7DOT> Oops, forgot a question I had: Is there a good reason why spheres were used instead of steel?
<N7DOT> You beat me to it! I had been planning an implementation of No Three in a Row, but that didn't get much work on it.
<Dave> The rules: Every sphere must be in the 9x9 field, no more than two in any row or column. Simple as that.
<Dave> 'No Three in a Line (9x9)' uploaded by Dave:
9x9 part 3.
 
Queens (9x9) Fri 06 Dec 2013 01:32
<Dave> 'Queens (9x9)' uploaded by Dave:
9x9 part 2.
 
Not difficult Mon 02 Dec 2013 19:59
<beth> 'Not difficult' uploaded by beth.
 
No need for the ball game Mon 02 Dec 2013 19:59
<beth> 'No need for the ball game' uploaded by beth.
 
Love need Mon 02 Dec 2013 19:58
<beth> 'Love need' uploaded by beth.
 
Apple tree Mon 02 Dec 2013 19:58
<beth> 'Apple tree' uploaded by beth.
 
A Walk in the park Mon 02 Dec 2013 19:57
<beth> 'A Walk in the park' uploaded by beth.
 
Improv 2.3 Sun 01 Dec 2013 22:48
<Dave> Moved to graveyard:
Ta ta.
 
Improv 2.5 Sun 01 Dec 2013 22:45
<Jim> 'Improv 2.5' uploaded by Jim.
 
Improv 2.5 Sun 01 Dec 2013 22:19
<Jim> Moved to graveyard:
Sorry, will reload again.
<Jim> 'Improv 2.5' uploaded by Jim.
 
Improv 2 Sun 01 Dec 2013 02:09
<mark> Moved to graveyard:
Did not cut the mustard..
 
Improv 2.4 Sun 01 Dec 2013 01:51
<mark> 'Improv 2.4' uploaded by mark:
Was not sure what to call this,if all goes to plan it should be a little bit sticky.
 
Improv 2.1c Sat 30 Nov 2013 23:33
<Jim> Moved to graveyard:
Poof.
 
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