9567. Anon. (cpe-124-183-181-114.lns17.ken.bigpond.net.au) –
12 Aug 2010 21:51:40
[ Bathroom? Mushroom! ]
Glad to hear I'm not the only one. We're in a rental and a while back, I found a weird-looking yellow growth in the corner where the wall meets the shower ledge. I called my boyfriend in to find out what it was. It looked to me like an ear.. Sick! He used a tissue to pull it off.. We had no idea what it could have been. I thought nothing of it until it grew back again a few weeks later. That time, after pulling it off, I sprayed the area with plenty of bleach. It's never grown back in that spot, but.. Just this morning, I found another one growing about 5cm from the area it had last inhabited. Freaky... I suppose I'm just gonna keep removing and spraying it every time they pop up. That and I'll clean my bathroom twice as often, in the hope that it will eliminate the problem. Wishful thinking.. Maybe. Good luck guys! |
|
I certainly do want to add more bots. I had intended to make lots, but when I saw how complex Hugbots and Daleks made the game, I decided not to pile it on, until we had figured all the corners out. I think we have (and bombs too), so I'm up for more. Sideways bots doesn't really appeal... When I introduced that asymmetry (regretful) I thought of it as adding a new fundamental axis to the game, so that anything asymmetric should follow that in the future. Ghosts (something like that) is a good idea; I like the idea that they'd move over stuff the player and blocks can't. I think one thing the next bots should have is the property that they don't get stuck on the player. Hugbots are great, but the stuck gameplay is well tapped out. (I have some other ideas for thus but haven't implemented them yet.) Any ideas? As a technical matter, no entities can go in the bizarro world, nor can two entities be on the same square (so a bot can't "pass through" a bomb, which is also an entity (bot)).
BTW, there's also a technical limitation that regular blocks (like your proposed glass) canonly be on plain floor or panels. It's not just about visibility. |
|
Yeah, radiant's right: I'm not trying to keep a determined player from discovering solutions, just preventing spoilers from being too tempting. I probably should be testing something internally to prevent solutions that verify for some other level from being treated as correct for another level just because they're under that level in the file. Not sure what's going on, but that sounds like a pretty easy client-only fix (mainly for the purpose of catching accidental corruption). I'll keep it in mind for the fabled in-progress rewrite of the level browser, which includes the player solution database.
Please don't abuse my player file. :) |
|
But then again... the side effects and effort needed make it not as worthy to bother. Besides, Once you have done the player file hack, trying it again on a new level automatically makes your file on the player selection screen say:
_____.esp --ERROR-- (-1)
The _____ is what ever your file name is. |
|
The same could be accomplished by tracking down whichever source file it is that controls the download of solutions, and commenting out the check that requires a level to be solved before it puts the button up. Or heck, since the game connects on port 80, that probably implies there's a simple Web address you could visit to nab a solution.
While there's no way to stop a determined cheater this way without mandating a solution upload with every rate that purports to solve the level, I don't think Tom seems to mind the security situation that much--he includes his own player file in the source distribution, from which you can instantly crack over 2000 levels...and that's not even the worst of it. Unless someone repeatedly moves all of his levels to the graveyard, or starts swiping all the solutions and reposting them in comments, it's just not that high a priority. |
|
That is really weird. Talk about Ultimate Spoiler. Don't Know what
Tom 7 will say, but I can predict that it is something he would want fixed. |
|
I have found a way to get the game to give you the solutions to any level and have used this to obtain the solution to "block cipher".
To do this, edit your player file and copy the entry for a solved level, but alter the MD5 hash to match the level you want to have a solution for. Then play that level and go to the bookmarks menu. The solution download button will be there. (This is odd because in other respects the game still treats the level as unsolved.)
So, Tom 7, are you going to bother fixing this? A complete fix will require both the game and the server code to be updated and will break compatibility with previous versions of Escape. |
|
Bot Idea: Reverse Hugbots And Reverse Daleks.
-The Only Difference Between normal and reverse bots is that reverse bots prefer to move up or down rather than left or right, essentially following the reverse of the asymmetry.
??? Idea: Ghosts?
-They can get Flipped Into Bizzaro world
-They can move over black, electric, and raised colored floor as well as anything the player can walk on
-They will push like hugbots except when moving off electric (then they kill)
-They are destroyed when they are in the normal world and you pick up the last heart that is in the normal world
-Lasers pass through them
-They can't press panels but can press wire buttons
-They won't move in bizzaro world but will follow you when in the normal world
-They can destroy Hearts if they move over them
-They pass through bots and ignite bombs
Any Thoughts about these or glass/slick? |
|
The Dalek Question is not solvable at all under the current ruleset, but under a much older set of rules (fixed over 5 years ago) a Dalek that moved from a panel directly to an electric field would fail to register that it stepped off the panel, with the effect of creating a permanent flip. Levels that relied on that interaction, as with all such interactions that get written out of the game, are now only in the quarantine folder, where they aren't backed by a guarantee of solvability. |
|
I wish there was a video of The Dalek Question being solved that I could see, since it seems that it is now impossible. |
|
For Dalek movement on slick, If They bump into you means if they slide into you from a distance, and when slide kill is off they must already be next to you when they make their move. |
|
|
|
9555. Rose in Virginia (122.5.227.166.in-addr.arpa) –
07 Aug 2010 13:16:49
[ Bathroom? Mushroom! ]
Well, thank you all so much for sharing your mushroom in the bathroom stories. I thought I was loosing my mind when I found a mushroom in the bathroom next to the toilet. This one was shaped like a mushroom that night and by morning it had bloomed open. Now that was weird! I used toilet bowl cleaner called The Works on the area. NEVER use toilet bowl cleaner on carpet. It took out my carpet along with the ink spot the mushroom left. Not only do I need to find the leak now but I also need to replace the bathroom carpet. |
|
I like to give permission on a case-by-case basis, but almost always do.
Some of the MP3s are available under CC at 8bc.org (username T7ES). Some of the source MIDIs are available as GPL from my T7eshero game (sourceforge) or as part of midimml (tom7.org/midimml), if you want blanket terms. Enjoy :) |
|
What License is the Music released under?
I'm a game develop (possible for a commercial flash) But even if not. It might be worthwhile to mention on the page what license the music is under, that way people know if they can use the music in a production if they give credit or something? Something like one of the creativecommons.org/licenses/by/3.0/ Creative Commons license.
-Elmernite |
|
New Block Idea: Glass.
-Glass Blocks Would look kinda like frosted glass, except that the stuff below would be visible. (Ex: If there is a red panel below it, you could see a faded red panel through the block.)
-Since the stuff below would be visible, you can put special floors under it. (Rough, panels, non-raised colored floors, traps, and slick (Will be explained))
-Glass acts like Steel on Normal ground, Spheres on Slick, and like a normal red block when on rough.
-Glass will shatter on contact with stationary blocks (blue block, hole, black, electric) while on slick.
(Ex: You push a glass block upwards on a slick towards a normal blue block, like in the diagram below (s = slick, g = glass, n = normal floor,
b = blue block):
bbbbbb
bssssb ^
bsssgb |
bnnnnb g
bbbbbb
On contact the glass shatters. if you pushed it towards the normal floor, however, it will stop on the floor.)
-Glass Can be Colored.
New Block Idea: Slick.
-Slick is a slippery floor that glass and daleks will slide around on until they hit something or move off the slick.
-There can be panels on slick.
-Daleks can break on bombs, hugbots, and other daleks on slick just by sliding into them, and if the level maker switches on 'slide kill', they can kill you if they bump into you. (If not, they must be right next to you to kill you.) Slide kill levels will have electrified daleks (they will have a lightning bolt pic on the side of them)
This might take a lot of effort, but I can see how new and challenging levels could result from this. |
|
No, I wouldn't want to accidentally brick my Wii trying to install The Homebrew Channel JUST to be able to play escape on the Wii.
How about a WiiWare game that uses the Nunchuck and Wiimote or the Classic Controller that is less than 500 Wii Points? It would be better as a Wii Channel due to update and level reasons, But I don't know how that could happen. Also, You Might be able to make a smart phone version of escape with PhoneGap. |
|
9550. RadAcoustics (cpe-124-186-228-133.lns7.woo.bigpond.net.au) –
03 Aug 2010 12:00:40
[ Quake 3 Done! ]
The eternal thread....LIVES....:P
|
|
Devin's Zoink : My lost levels can't be uploaded because my aunt deleted the "escape but maybe ill find it in her Recycle BIn |
|
9548. Anonymous (c-98-235-97-187.hsd1.pa.comcast.net) –
29 Jul 2010 13:19:22
[ BAD SAT SCORES ]
Yea thats a good score if it were out of 1600 youd have a 1090 out of 1600, which is reading and math combined. If its out of 2400 than you got a 1730 out of 2400 which is still very good.
These are average freshmen scores that got them into these colleges.
Duke
•Critical Reading: 690 - 770
•Mathematics: 690 - 790
•Writing: 680 - 780
Harvard
•Critical Reading: 690 - 800
•Mathematics: 700 - 790
•Writing: 690 - 780
MIT, Massachusetts Institute of Technology
•Critical Reading: 660 - 760
•Mathematics: 720 - 800
•Writing: 660 - 750
Middlebury
•Critical Reading: 630 - 740
•Mathematics: 640 - 740
•Writing: 630 - 740
Pomona
•Critical Reading: 690 - 760
•Mathematics: 680 - 760
•Writing: 680 - 760
Stanford
•Critical Reading: 660 - 760
•Mathematics: 680 - 780
•Writing: 670 - 770
UCLA
•Critical Reading: 570 - 680
•Mathematics: 610 - 720
•Writing: 580 - 690 |
|
9547. roadie (c-71-196-227-59.hsd1.co.comcast.net) –
29 Jul 2010 06:04:24
[ Bathroom? Mushroom! ]
I love this post. Had me cracking up for a good long time.
Good luck to everyone who is waging war with the fungi!! |
|
9546. etosan (rev-195-91-79-254.t-mobile.sk) –
28 Jul 2010 09:55:35
[ Quake 3 Done! ]
Hi guys,
I was never good at Quakes, although I finished them all. I am more of a SP and modding guy. I usually play at "normal" difficulty whatever that is (in the middle), but they don't make good SP anymore (I don't count theatrical shit like Modern Warfare x into that).
Whatever, I always loved to play Quake 3 for fun with friends on LAN but I was in the lower half every time. My bro, he is especially good at it with one other friend, pwning everybody else.
So the LAN play became boring with them, they kill everybody, and they are bored too, so our Quake 3 circle slowly dissolved.
Recently I started to play Q3 every morning for 10 minutes with fraglimit 20 right after morning cofee, before I go to work. It pumps me really up for the day. Soon I needed to "up" the difficulty to Hardcore because it was too easy. I usually play "multiplayer" against 8 bots. During our LAN we played especially q3dm18 and qdm17 (I really do like jumppad flying - not good against rail tho). So I got that idea to try to finish the SP mode on Hardcore.
To my surprise I waded through all levels in one day, to end up stucked on Xaero for around 2 weekends. I beat him with cheap tactics finally. Railing him running zigzag between two pillars where the rail is, and occasionally rox him down when he got on my platform. It was tight 10:9. However Nightmare is clearly out of my reach, I suck even at q3dm1.
The point I want to make is, to train often, even short time. I guess that playing long stretches is actually counterproductive. Before I really sucked, and I mean really. Trust me 10 minutes every day is enough for average brain to beat this kind of SP. My bro was surprised how good I got, after we decided to play together after long time. I have not his skill tho, he still wins. Looking back it was really pleasant experience. I should have started this training tactic when I was younger and it really mattered to me to be good at Quake 3. It took around 2-3 months to get to this point. Who knows maybe one day I would be able to start the Nightmare skill. |
|
|
|
All the internet levels should be uploaded to Wii and Worded in the Title like line rider wii's Title |
|
There should be an option to sort by level type e.g. levels that are primarily about pushing balls around would be grouped together if the user so wishes. |
|