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Push Test II Sun 31 Jul 2005 10:38
<Tom 7> Moved to graveyard.
<Tom 7> 'Push Test II' uploaded by Tom 7:
Test pushing bug.
 
Push test Sun 31 Jul 2005 10:25
<Tom 7> What was the result of your test?
 
Bug: Swap Delay Sun 31 Jul 2005 10:23
<Tom 7> Sorry--not just that, but that any animations triggered when stepping into a teleporter or coming out of a teleporter are also not performed. Anyway, thanks for the test case that illustrates how ridiculous this is.
<Tom 7> As far as I can see this is just because there is no teleport animation, which is a problem I know about, but have been quite lazy about fixing.
 
Push test Sun 31 Jul 2005 09:54
<Stephan> Moved to graveyard.
<Stephan> 'Push test' uploaded by Stephan:
Testing solution rules
 
Bug: Swap Delay Sun 31 Jul 2005 06:17
<noname> Moved to graveyard.
<noname> 'Bug: Swap Delay' uploaded by noname:
(1) After the player moves down (as first move), the bots appears to move onto the teleporter.

(2) After grabbing the heart framer, if the player moves up, then the death animation is displayed before the laser swap. This does not make sense since death is supposed to occur at the end of turn, while panel swaps occur at the end of motion.

(3) If, after grabbing the heart framer, the player moves left or right, then laser beam appears before laser.
 
blue cccccccccciiiiiiiiiiiiiiiikkkkkkkkkiiiiiiiiiins Sat 30 Jul 2005 14:02
<casey> 'blue cccccccccciiiiiiiiiiiiiiiikkkkkkkkkiiiiiiiiiins' uploaded by casey:

 
The Red Room Fri 29 Jul 2005 20:16
<John Lewis> 'The Red Room' uploaded by John Lewis:
After playing The Blue Room II and reading Brian's comment on it, I decided to create a version with an extra panel in the middle, as well as an additional puzzle to make things more interesting...
 
Dimensional Rip-Off Tue 26 Jul 2005 21:40
<KWM> 'Dimensional Rip-Off' uploaded by KWM:
This was inspired by other levels. It's my first level. Contructive criticism welcome.
 
Pipeworks 2 Tue 26 Jul 2005 19:07
<Doom> Heh, now that you can push the single crosswire block in the level, you've got even more freedom in finding more "wrong" solutions. I can't wait to see who can cook it the worst... *sigh*
<Doom> Alright. It's too difficult to make all parts necessary when people find always some kind of shortcuts. :)
 
Pac-thing Mon 25 Jul 2005 14:33
<Tom 7> Sorry, max: I looked into the changed behavior in this level and realized that it was indeed a bug (with pushing bots) that I fixed without realizing. The new behavior is correct. However, the solution on the server still works, so this level is still possible. (I have to re-solve it too.)
 
Transponders I Sun 24 Jul 2005 22:54
<Stephan> 'Transponders I' uploaded by Stephan.
 
Divided land Sun 24 Jul 2005 22:33
<Stephan> 'Divided land' uploaded by Stephan.
 
Pipeworks 2 Sun 24 Jul 2005 15:26
<Doom> 'Pipeworks 2' uploaded by Doom:
Fixed version of the level. I made a very small change that didn't even affect my existing correct solution. :)
 
Pipeworks 2 Sun 24 Jul 2005 15:12
<Doom> Moved to graveyard.
<Doom> Sigh. I found another solution that ruins the level because it's a lot more simple than the intentional solution. I'm going to delete this one and possibly upload another version later.
<Doom> 'Pipeworks 2' uploaded by Doom:
The sequel to my first escape level is here! It's also the first real level to use transponders. Have fun.
 
Animation Glitch2 Sun 24 Jul 2005 11:28
<Tom 7> Yes, the animation is backwards. I will fix it...
(in the meantime, how about some real levels using the new tiles?)
<Stephan> Moved to graveyard.
<Stephan> 'Animation Glitch2' uploaded by Stephan:
This is a simpler example of the out-of-sequence transponder animation bug.
 
animation glitch Sun 24 Jul 2005 01:56
<Stephan> Moved to graveyard.
 
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