I really liked the secret "maximalist" bonus ending of this game: the dancing icon with cheesy animated fireworks and phat midi bass line while you roll credits totally rocks it. Keep throwing the curve balls Tom! |
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Muito obrigado pela resposta rapida N7DOT, Vou fazer isso, onde posso fazer amizade com editores de niveis do Brasil? Este tem niveis muito bons.
Thank you for quick response N7DOT, I'll do it, where I can make friends with editors levels in Brazil? This has very good levels. |
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This is a simplistic way around that for the time being (which unfortunately isn't all that convenient): you could make user accounts on the operating system you use for each person who wants to play, and put passwords for them. Then put the individual profiles for the game with copies of the game for each user.
There's likely a better way though. |
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Users must have passwords, so that others can not see the answer.
Usuarios deveriam ter senhas, para que outros nao possam ver a resposta. |
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For some reason starting with All mod cons 17 fix and later the pictures do not appear at all. Jim also has been having the same problems. Hopefully it will clear up after a week or so. |
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Hint: You want everything to go away. The solution is a puzzle, not a surprise, and the game contains the help you need. |
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This game still has me stumped after reading all the hints and spoilers. Damn. I thought maybe if I emptied the document in Legal Pad, brought Minsweeper and Dragon Drop (the card game) each to a win state, and dragged minimized applications into one another until only one remained, then something might happen. But nope. :(
On the other hand, while typing this comment, I just realized the name is a pun. Beautiful. |
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Well, my first hint (up top) doesn't give anything away so you might want to ponder that one for a bit, but...
Bigger hint: Everything on the screen is there for a reason. |
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Cool game, your description says that there is something hidden in this game and I feel like I'm missing it though, any tips? |
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Tom7 was pretty clear on this matter in the rules of the game:
"The bizarro world and regular world both share the same destination.
that is, if one contains a panel and the other contains a transporter,
both will necessarily reference the same spot on the playing field."
Although it would be a handy feature, I find it a bit scary as its abuse could lead to some ridiculous and near impossible levels. Just imagine a double-layered 'Dimensional Trap'.
And the next silly block idea:
HOMING SPHERES.
Function like a normal sphere except that a soon as they encounter a panel they can activate they will stop on it. |
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I see. But it would be a really nice feature! |
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If you place any two tiles that require specified destinations in the same place (one in bizarro and one in normal) they will have the same destination (this includes both colored and non-colored panels, transporters, and remotes). I believe that this is because destinations of tiles are associated with the grid space, and not the tile itself. Making the two layers have different destinations would be complicated because they would have to flip between layers themselves. D-maps would also be a mess and very confusing.
I agree it would be nice if we could change that, but I just don't see it happening. |
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This might be a bug report?
-----> Two colored "dots" at the same place in normal as well as in bizarro world will ALWAYS lead to the same point / aim / place. Unfortunately it is not possible to define separate aims for each of them.
I hope this is understandable......?! |
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I was just thinking about the idea of ice tiles for escape. I know blocks moving across it would be hard to implement, but would seem obvious. So, as a variant that would make sense and add a bit more to the idea, an alternative tile could be thin ice. Thin ice would make the player and bots slide across it, but the ice would be too thin to support blocks, and would look like if there was just blackness under it.
The property that would be special about it being thin would be that an otherwise generic type block could be made to interact with the thin ice like grey blocks do to holes, in this case crushing the ice and falling into it, turning it to floor. I'm not sure whether an existing block should do so or if it should be a new block.
Since this might present problems with gold and spheres, I offer these interaction possibilites:
1. Stopping just before it (definitely should be used for gold blocks at least) or
2. Sliding onto the first thin ice tile encountered and falling through it, leaving a hole (definitely not for gold blocks)
Let me know what you think. |
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(semi-spoilers) I kept on thinking you had to get everything somehow inside either Legal Pad or Minsweeper since those were the things you could directly close, and that having the games in a won state maybe had something to do with it. (The key name pun made me think you had to Dragon Drop them somewhere, heh.) Also I wasn't sure whether the excess of 7s was relevant to the puzzle or just a namely flourish :)
I commented on the LD page re: performance issues btw, it seems mostly based on the browser. |
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Hmm, what red herrings? Almost everything is there for a reason! |
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Haha this is awesome. I feel like there's a few red herrings though, or maybe I just think of weird possibilities that make no sense. |
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Oh drat, that is a bug! Should be easy to fix that (and some others) in the jam version. |
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BUG: Attempting to finish by closing out Legal Pad doesn't end the game. |
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11803. Tom 7 (67.186.7.254) –
26 Apr 2013 20:56:12
[ Quake 3 Done! ]
Ssssssuppp?? |
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On a scale from "I want my time back now" to "ZOMG! Reading this changed my life, I'm quitting my job ASAP," your paper was a solid 8. I am happy to see that you're still working on interesting things and look forward to more. |
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11800. fetjuel (70.199.134.0) –
23 Apr 2013 13:16:01
[ SIGBOVIK 2013! ]
I must say I was not expecting to wake up to Steven Pinker tweeting a link to a New Yorker article about Tom 7!! Congratulations man. :D
http://m.newyorker.com/online/blogs/elements/2013/04/can-super-mario-save-artificial-intelligence.html |
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In the case of Square Root of 2, the two levels are different (one is 14x14, the other 14x13) but this is not immediately obvious. I did this to change the checksum but I can't remember why, there was a reason at the time. |
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