|Happy 20th birthday Escape!!
(31 Aug 2016 at 23:39)
| Wow, it's really been 20 years since I first uploaded my puzzle game Escape to AOL in August 1996. I was only 16 then! The original was written in QuickBASIC and assembly for DOS.|
Being old is not that impressive; it happens by itself. When we celebrated its 10th birthday in post #874, I was actively working on the modern version of the game, which eventually got to a pretty good state. I didn't touch it much over the last ~7 years (full time job, adulting, etc.), but there is still a pretty good community of puzzlers putting together some brilliant stuff. Despite my attempts to make it timeless, the app recently stopped working on new versions of OS X, and the code was getting a bit intractable. But I found some time this month to get it back into shape, and uploaded new versions for 64-bit macOS and Windows to the escape home page. I can now compile it with all free tools, so it's easier for me to develop, and I've been doing some painful but basically relaxing modernization of the source code too. Anyone who has poked at it will be happy to know the famously atrocious move.h is now gone. I've got some more cleanup to do and then some bugs to fix, but after that I can make some more substantive user-facing features. I don't plan to change the core game really at all, but I at least want to make it easier to navigate the thousands of levels for both new players and experts alike. Suggestions are welcome!
As I was thinking of making an image to celebrate, I found myself trying to draw a cake in the Escape level editor, and it coming out so badly, and then vaguely remembering that I tried and failed at the exact same gag 10 years ago! Instead this mechanically reproduced meta-hugbot:
Hugbot just wants to love you into the lasers
Since the previous feedback thread is rather bursting at the seams, it's also time to designate this as the new feedback thread.
|Stupid freaking Windows 10. I had to run as administrator to get past player creation.|
|Happy 20th birthday, Escape!|
|MrBawn: Yeah, noname tells me that you are no longer able to write to Program Files by default. I think I need to change the default installation dir to just like c:\escape\. Suggestions (at least ones that keep all the data in the same place) are definitely welcome here!|
|Tom 7: could you install everything, including the program, to a directory under the %APPDATA% directory? I think some packages that want to install new programs dynamically without admin privileges do that on Windows.|
|Bug report: Suddenly bookmarks do not work properly on OS X any more? |
|kirima: What's wrong with them? Coincidentally I just finished a rewrite of all the solution management stuff, which should have fixed all the known bugs, and I just uploaded a new version for windows and macOS. So maybe try that one out and hopefully it was fixed. :)
jonas: I decided to go with just c:\escape\, because reading about it, %APPDATA% seems like a kinda poor choice too (for example, I think it is hidden by default?). Hopefully this works ok for people!
|Thank you, I did download the newest version & it seems to work properly now. I guess by now you don't need to know what exactly didn't work anymore!? ;)|
|If it's good, it's good! I rewrote that whole part, and there was also a brief period where the version on the site couldn't upload speedruns, so it's likely I did fix whatever it was. :)|
|Oh, it's beta 5 now? I don't recall ever seeing a beta 4 :p|
|I have a concept for a new level and a prototype that works, but I need to either come up with novel mechanism improvements or rethink the actual challenge or something|
|... to be able to get it to work with the desired effect. Actually, I could implement one aspect in a normal way but it wouldn't be as cool; however, the other aspect will almost certainly be more complex. But I have some ideas now. Hopefully soon it will be ready for release.|
|I came here immediately after seeing the mac logo change. I should start creating more levels soon. I used to be so active at a younger age.|
|As was I! :)|
|Bug: If I download new solutions from the servers, then immediately quit the program without solving any levels, then when I restart the program, the downloaded solutions are lost. For now, it seems possible to get around this by solving any level (e.g. by replaying a stored solution to the end) after new solution download but before quitting.
Also, if a level has a height of 12, and there are more than four solutions in the player file, then the bookmark menu behaves a bit strange: when one tries to scroll down from the start to the fourth bookmark, suddenly the highlighting is lost. One can still choose that bookmark by pressing the Enter key. Or one can scroll further down and then back up to select the fourth bookmark.
(Version 201609050 on Win 10)
|After some more checking, I found that the second bug above seems to depend on the screen size. The bug disappears if I maximize the window of the program.|
Could you please help on how to install and play in Ubuntu 16.04.
Downloaded and extracted in Desktop/escape
I cannot find readme or install file (here i need your help please)
|Hey, so it's been a while... I've not had time for playing Escape much in recent times, but I was thinking of it again recently and had an idea for a new type of tile which I would think should be pretty easy to implement and is a natural extension of things already in the game, but I don't recall ever seeing before. Just a thought I figured I should share.
These are essentially the opposite of Heart Framers. They would function identically, except instead of everything waking up upon the collection of the last one in the main layer, everything falls asleep (doors included).
I would imagine optimization of level menu loading speeds would be a huge improvement to having players stick around if we get activity up at some point again. I can't remember if that changed in beta 5 but if not, it's probably the biggest concern other than annoying bug fixes...
|I think Moon Framers would fit in pretty well, though I suspect they'd be pretty rarely used, since heart framers seem to be mostly used as a simple key mechanism to wake up the door (I think sleeping bots are pretty rare). This feature was an homage to Adventures of Lolo, where positioning sleeping creatures was somehow much more essential to the puzzles. I added it to the list of ideas...
I totally agree that the loading times of the level selection screen are one of the worst usability problems. I have a partial rewrite of that whole thing (the level selection code is pretty bad, too), but unfortunately the scope is big enough that it's unlikely to be a weekend project.
|I finally solved Marc's last level, but I can't download his solution? I think that it doesn't work on other levels, too, but I'm not sure. (OS X Sierra)|
|I did post this last comment!|
|It works again, thank's anyway.|
|Oh, glad it's mysteriously fixed :)|
|Me too, I guess it must had been an issue with my WLAN.|
|Do you know of the freenode IRC channel for this game?|
|I think you're basically on the IRC channel right now :)|
|Can you add chunks (for RAM reasons) and bigger levels (say, 16384x16384), as well as a zoom function? I wanna build a SHA-3 on this thing. :P|
|Also, can we get a Raspberry Pi build?|
|There's not really any hope for superhuge levels, since this would open the possibility of DOSing my server and other player's computers, I think. (Though I guess that would "only" be a few gigabytes in RAM.) I'm a fan of the epic embeddings, but the primary purpose of Escape is human-solvable puzzles, and I don't think that levels that big would ever really be fair. The game is open source, though, so feel free to change some constants for your own private tinkering! I think the level encoding would work without changes up to about 2^31.
Zoom is already there; I think it's the square bracket keys. Should work while playing or editing.
The game should compile fine on linux with SDL, so that would be the way to get it running on Raspberry Pi. I don't know anything about the video and input situation there, though.
|Ah, fair enough. Thanks!|
|Don't you want to give us a version for Android ? All the games we can find nowadays are stupid and infested by ads ! |
|Porting to iOS, Android, and web is a long-term goal for me! But don't hold your breath; it's a lot of work and I don't have as much time as I'd like. :/|
|I hope to port it to Free Hero Mesh (after Free Hero Mesh is written enough to do so), which is designed for implementing the kind of games like this. (However, the level size of Free Hero Mesh is limit to 64x64 tiles.)|