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animation glitch Sun 24 Jul 2005 01:56
<Stephan> 'animation glitch' uploaded by Stephan:
This level shows several animation problems which occur when electric transponders cross signals, particularly when triggered multiple times in one move. Notice that the last flash of electric isn't at the end of the path. Also, this shows an example of why the laser beam should be erased first if player is 'starting dead'; the beam appears to exists after the laser has vanished.
 
RGB sort Sat 23 Jul 2005 18:38
<Tom 7> (admin) Moved to graveyard.
 
Sea of Blue Sat 23 Jul 2005 18:38
<Tom 7> (admin) Moved to graveyard.
 
RGB sort - fixed Sat 23 Jul 2005 18:03
<Tom 7> The original solution is added automatically when you upload, Yoav.
<Yoav> 'RGB sort - fixed' uploaded by Yoav:
Fixed another one of Doom's cooks :)
 
Weird laser animation Sat 23 Jul 2005 17:50
<Tom 7> Yes, I know about this bug. It doesn't have anything to do with horizontal vs. vertical, it's just that if beams cross path, then they have to be drawn in separate animations, but because of an old design these animations are generated in reverse. This is very confusing and I plan on fixing it.
<Doom> Moved to graveyard.
<Doom> 'Weird laser animation' uploaded by Doom:
Apparently the horisontal lasers are drawn before vertical ones. This can create some very weird animation as shown in this example level. Is this behaviour going to stay? It may be a little disturbing in some situations. And cool tiles, by the way :)
 
RGB sort Sat 23 Jul 2005 17:23
<Yoav> 'RGB sort' uploaded by Yoav.
 
Tutorial 20: Transponders Sat 23 Jul 2005 15:48
<Tom 7> (admin) Moved to official/tutorial.
<Tom 7> 'Tutorial 20: Transponders' uploaded by Tom 7:
Oops, the previous version had an awake exit from the start. That seems to be a common mistake...
 
Tutorial 20: Transponders Sat 23 Jul 2005 15:47
<Tom 7> (admin) Moved to graveyard.
<Doom> Yep. Definitely wrong kind of exit.
<Tom 7> (admin) Moved to official/tutorial.
<Tom 7> 'Tutorial 20: Transponders' uploaded by Tom 7:
Added two new kinds of wires. Crossover wires are pretty obvious (you can see one in action in this tutorial; I may go back and modify the old wires tutorials to add them). Transponders beam an electric pulse through the air like (harmless) lasers.

These should make "wire maze" levels more interesting!
 
Escape from Tetris Sat 23 Jul 2005 08:55
<Doom> Nice level and a lot harder than it looks.
 
Blue Basis Sat 23 Jul 2005 08:42
<Doom> Easier than it seems at first. Or I might just have been lucky.
 
Sea of Blue - fixed Fri 22 Jul 2005 17:33
<Tom 7> Yoav: standard practice is to either write (v2) or to delete the level and then upload another with the same name (that's allowed as long as the first one is deleted). You can delete by just hitting 'del' on a level in triage that you uploaded.
<Yoav> 'Sea of Blue - fixed' uploaded by Yoav:
Fixed a cook option...
 
Sea of Blue Fri 22 Jul 2005 16:02
<Tom 7> A nice, simple level.
<Yoav> 'Sea of Blue' uploaded by Yoav.
 
Dance, Monkeyboy! Fri 22 Jul 2005 14:29
<John Lewis> Now why didn't I think of doing that?
<Tom 7> Man, I just put a book on it and went for a run!
 
Extraction II: Root Canal (v2) Fri 22 Jul 2005 10:10
<John Lewis> Finally solved this one...whew, that was pretty difficult!
 
Dance, Monkeyboy! Fri 22 Jul 2005 08:51
<mjn> Heh heh, maybe I should make a Firefox extension...
 
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