Tom 7 Radar: all comments

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9182. COASTER (c-68-50-111-167.hsd1.dc.comcast.net) – 07 Dec 2009 01:04:57 New! Escape 200704130 ]
Hi Tom,

It's your friend COASTER again.

I think that in addition to being able to upload user-generated levels, there should also be a shared space for 'Escapists' to upload user-generated plotlines. As somebody who writes a lot of Escape themed fan fiction, I think it would be great if we could harness this as a role-playing/fantasy supplement to the puzzle game experience.
 
9181. Coaster (c-68-50-111-167.hsd1.dc.comcast.net) – 07 Dec 2009 00:56:26 New! Escape 200704130 ]
Hi Tom,

It's your friend COASTER. I'm going to share my thoughts.

I agree with Radiant about sound. I also think level sorting could use some improvement. Finally, I think you consider nicknaming fans of escape as "escapists," and addressing them as such in posts like these.

Sound wishlist: Opening jingle, level selection (bleeps when scrolling, bloop when level selected), level entry (maybe the sound of a dungeon-esq gate closing), laser and robot death, robots awaking, gelatenous sound when you kick circle blobs, maybe another sound for kicking gold blocks or other blocks, electricity sound when you activate a circuit or turn power off, crash sound when robots crash into each other, explosion when bomb goes off, zap sound when blocks get pushed into yellow, an "x" sound when you try to move in a direction you can't, and, of course, victory music. (Ideally the hero should have a dance animation for when he escapes).

People should be able to sort using the GUI. It would also be nice if there was some sort of Web 2.0 capability for people to tag or somehow organize the almost 2,000 levels in triage.
 
9180. saraaaaah. (pool-74-97-146-167.prvdri.east.verizon.net) – 06 Dec 2009 14:52:47 Hands-free cell phone ]
lmfaoo ; thats mad funnny.
but seriously.. you have no life, although.. you are pretty hottt (;
 
9179. anne (mar75-3-82-225-4-228.fbx.proxad.net) – 02 Dec 2009 10:37:03 NEW: Tom 7 Entertainment System site ]
happyness
 
9178. Gary (220.255.7.114) – 01 Dec 2009 22:43:08 New! Escape 200704130 ]
Tom, your site will be suffered with spam comments. Using the reCaptcha technology, from recaptcha.net, you can stop the spam easily.
 
9177. landon (lab-pc-2.gctech.org) – 01 Dec 2009 15:58:54 New! Escape 200704130 ]
radiant:

sound already works. look at stderr.txt
 
9176. I am notAnonymous (77.31.219.124.dynamic.saudi.net.sa) – 01 Dec 2009 10:48:32 BAD SAT SCORES ]
1480 i love this score
 
9175. spoons (cpe-74-64-54-58.nyc.res.rr.com) – 01 Dec 2009 08:40:20 Action Jackson MS ]
They had this campaign in the works for years but have been waiting for a version of Windows with an appropriate name.
 
9174. radiant (c-68-33-36-11.hsd1.va.comcast.net) – 01 Dec 2009 01:02:25 New! Escape 200704130 ]
There are five things I can think of worth having before calling it a new release:

1) sound (the obligatory "big feature" you can promote);
2) improved level sanity checker (the malformed levels);
3) any animation bugs you've found, tracked down, and fixed since last release;
4) a "Show/Hide..." menu item in the top bar during gameplay, so that players can more readily see toggles for D, Y, N, and whatever you use to deal with noname's "Guesswork" bot trick;
5) tweaks to the solution manager. In particular, I'd like if solutions were checked against the existing solution list for the level, and not added to the file multiple times if it turns out it's just a duplicate of one of your previous solutions; and that new solutions that you enter in by hand (as opposed to downloading, or watching a downloaded solution all the way through) automatically supersede your current default solution that's played in thumbnail, provided that it's actually faster than your current default.
 
9173. Tom 7 (54.153.252.64.snet.net) – 30 Nov 2009 10:21:52 New! Escape 200704130 ]
I agree, long overdue. I'm sorry for the delay, though I don't think there are any pressing issues with the current version that need attention. (Maybe radiant's abuse of parsing bugs?) I've got in the works some "Beta 4" features that I'd like to get out the door, but maybe I should just do a point release refresher, because there are minor fixes all over. Thank you guys for keeping up a nice stream of levels even in my inattention!

The animation bug is an instance of a known problem (but as always thanks for reporting it with a crisp test case) which unfortunately does not have a simple solution. BTW, it's conventional to immediately delete bug report levels after uploading, so that they don't confuse new users.
 
9172. Anonymous (96-26-251-12.sea.clearwire-dns.net) – 29 Nov 2009 23:19:51 From the depths of Wiccapedia ]
EXCELCIOR!
 
9171. Anonymous (cpe-72-224-188-35.maine.res.rr.com) – 29 Nov 2009 21:13:09 BAD SAT SCORES ]
2270 SAT

740M
730CR
800W

14th out of 55 in my class
crappy ECs
mediocre grades
well, let's see where i get.
 
9170. N7DOT (c-71-231-161-95.hsd1.wa.comcast.net) – 29 Nov 2009 16:20:23 New! Escape 200704130 ]
I just submitted an animation bug level where it shows Bot 2 pushing a block and Bot 3 walking onto the block pushing another block that was coming out of the first block and then after everything stops the first block vanishes.

What should happen is the block is pushed down by Bot 2 and then Bot 3 pushes the same block afterward. But I don't think this will be easy to fix.
 
9169. N7DOT (c-71-231-161-95.hsd1.wa.comcast.net) – 29 Nov 2009 14:43:09 New! Escape 200704130 ]
Yeah, a new version of Escape and a new feedback thread are overdue.
It's been two years since last update, which is about the time between each of the last updates and new thread additions.

Also, here's another item idea: A Tankbot (or Tank) - When a Tankbot is in a position in "front" of a prong of a Laser, is pushed onto Electric, or it is broken by a Dalek the Tankbot will explode just like a bomb. But at the same time, Tankbots can move up to two spaces by themselves.

 
9168. radiant (c-68-33-36-11.hsd1.va.comcast.net) – 29 Nov 2009 04:51:19 New! Escape 200704130 ]
Of course I sent it. Who else could have spoken from that perspective...the Illuminati?

LP is "Let's Play", a style of video meant to show a curious audience through a game many of them may not be familiar with. Often, the player's presentation style is as much a focus of the video as the game itself, and usually the videos exist to praise the game and draw in a new audience (there exist a few LPs of the form "Look how much this game sucks!", but that obviously can't be the case with this one.)

My input on an official collection is that there should (for now) be two collections of official non-tutorial levels ("Escape 1" and "Escape 2", or what have you), with the before/after cutoff point being Tutorial 22. But we might want to find a better place to organize these thoughts than 300+ posts into a general purpose discussion thread.
 
9167. Tom 7 (mobile-166-137-132-182.mycingular.net) – 29 Nov 2009 00:52:36 New! Escape 200704130 ]
What do you mean by LP-styled video? I agree with the things you said about the Escape spoiler secrecy culture, which is something that I encourage. That's mainly because I think the temptation for walkthroughs is too high and that they basically ruin it. I might be too conservative. I think it would be interesting to see director-style commentary about some levels, though. (like by the author or explaining a devastating cook?) I've also been meaning, for forever, to make an official level collection, though I don't think it would change the spoiling nature of spoilers. :)
 
9166. Gary (220.255.7.181) – 28 Nov 2009 23:04:13 New! Escape 200704130 ]
radiant, did you send this message to me?
 
9165. Anonymous (220.255.7.189) – 28 Nov 2009 22:52:25 New! Escape 200704130 ]
This is the private message that SadisticMystic sent to me through YouTube:
So I've been wanting to do an LP-styled video for Escape. Where I run into problems, though, is figuring out what exactly I should show therein.

In order to draw in potential players, it would make sense to include some of the more memorable levels like block cipher, Bigger Waste of Time, or EWR, but outright explaining and solving those levels on video would probably be a huge letdown to David/Brian/Tom/whoever it may be. Indeed, I'd rather not use my own "hard" levels like Assembly Line and Quintuple File for the same reason. On the other hand, including only the trivial and boring 0-2 difficulty levels would be shorting viewers a good deal of what the game is capable of and why it's worth playing.

It occurs to me that Escape culture is just plain more skittish about discussing and disclosing solution strategies than other games like Chip's Challenge, which I attribute to two main causes:
1. By design, of course, Escape is strictly a turn-based game, with no timing windows, reaction, or (ugh) nondeterministic behavior to speak of. Meanwhile, CC has all of these things. As a result, when you read up on a Chips solution it's as though you actually have to _do_ something to bring it to fruition, while in this game all there is is a series of moves you can enter in at your own pace, and even undo if you mess up entering it in, and it'll work every time. Seems a lot like the problems RIAA and MPAA are complaining about, really.
2. Escape has no such concept (yet) as an official levelset. It seems to me that in CC, there's a lot of open route discussion for the official and semi-official sets, but the numerous other sets are discussed in terms as vague as for Escape. This makes sense in a way: detailing level packs 1 and 2 can be framed as "giving a walkthrough to beat the game", which is something you see for a lot of games. But when a game doesn't even have a concept of being beat, other than a constantly-evolving set of 2500+ disconnected levels, what sense does any attempt at a walkthrough make?

As the three players I was able to find on the site that will host the end result of this endeavor (provided there is an end result), I was wondering what any of you might have to say about it.

Sent to: suckerpinch, thetopcrusader2, garygoh884
 
9164. Anonymous (adsl-69-237-156-10.dsl.irvnca.pacbell.net) – 28 Nov 2009 15:21:57 BAD SAT SCORES ]
I took the sat three times and ended up with a 1980.
I'm Asian American - first generation american. I grew up with parents, who can't speak English (but enlglish is my strongest subject... oddly 0_0).
My weighted gpa is 3.86 unweighted is probably around 3.5
Took about 13 AP classes and graduating with an IB diploma.
I am an officer at FBLA (VP), member of our city's Chamber of Commerce, have a tone of comm. service hours.
Do think I can get into any of the Claremont colleges, esp. Pomona?

or UCLA, UCI, Occidental?
 
9163. N7DOT (c-71-231-161-95.hsd1.wa.comcast.net) – 27 Nov 2009 15:32:40 New! Escape 200704130 ]
(note: 'in front of a laser' means if you were in that spot, you would be zapped by a laser)
Crazy Item Idea (it's a tiny bit long): Zap Node - They are like remotes in the fact that you can't step on them and they flip a targeted location when activated, - They are like transponders in movement except they can't be pushed onto panels, - And they can be destroyed by bombs.
Zap Nodes are activated when they pass in front of a laser. Once it activates, it flips it's target tile with it's bizzaro counter part, and then the Zap Node turns into a Dark Zap Node, which doesn't activate by being in front of a laser.
A Dark Zap Node also flips it's target location when activated, and it turns back into a regular Zap Node when activated. A Dark Zap Node activates when it:

A. Moves
B. Is on the Bizzaro World (Dark Zap Nodes cannot be placed on the Bizzaro World inside the editor, only regular Zap Nodes can)
C. Is no longer in front of a laser

A Zap Node(either kind) can be pushed(that should be obvious now) and it's target location doesn't change when it's moved.

This might be hard to do, but it would allow a lot more interesting level possibilities.
 
9162. Tom 7 (63.161.156.66.customer.sprintlink.com) – 25 Nov 2009 16:12:44 New T7ES song: 12% of 360kb ]
Thanks! :)
 
9161. MAT64 (93-45-66-166.ip101.fastwebnet.it) – 25 Nov 2009 10:14:15 New T7ES song: 12% of 360kb ]
Another great release,
thank you Tom7!
 
9160. landon (lab-pc-2.gctech.org) – 23 Nov 2009 16:45:13 New! Escape 200704130 ]
tapemaker v.2 works better
 
9159. Tom 7 (63.161.156.66.customer.sprintlink.com) – 23 Nov 2009 14:05:22 New T7ES song: 12% of 360kb ]
Oh also btw this is a Britney Spears cover.
 
9158. landon (tca161.ras.itlnet.net) – 23 Nov 2009 00:24:22 New! Escape 200704130 ]
second try worked

I am now working on a "tape" series. try "tapemaker".
 

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