3017. Anonymous (63.160.254.113) –
20 Oct 2005 09:16:20
[ FLAMING TEXT ]
what's up people if any sexy guys want to talk to a cutie with a booty then email me at dothomas1990@aol.com. LETS CHAT!!! (i'll be waiting). |
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3016. Tom 7 (h-67-100-132-244.phlapafg.dynamic.covad.net) –
20 Oct 2005 08:31:21
[ Tardis Tennis! ]
I know, right? |
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3015. Anonymous (212.219.204.110) –
20 Oct 2005 05:24:56
[ Tardis Tennis! ]
shacky is bollcks |
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3012. Anonymous (212.219.204.110) –
20 Oct 2005 05:22:47
[ Tardis Tennis! ]
shaky is so shit a kick his arse everytime |
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3011. Tom 7 (h-67-100-132-244.phlapafg.dynamic.covad.net) –
18 Oct 2005 22:45:10
[ UPD: Escape Beta 3 ]
I could do it, but since it's really easy to game the system in other ways, I'd rather just foster a sense of community where dishonest ratings are frowned upon. If you notice any instances of abuse, let me know and I can fix it.
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They like to conserve power in Las Vegas, Gill and the gang are just doing their part. |
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3009. Doom (a84-231-180-238.elisa-laajakaista.fi) –
18 Oct 2005 16:03:52
[ UPD: Escape Beta 3 ]
Idea:
Could effects of rating own levels be neutralized? I've rated a few of mine accidentally and I really don't think that you're the best person to say how good your own levels are. Also, it's possible to give 10's to all of your own levels to boost the score, which is kind of unfair. |
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Yeah, I've got my lights off too, so I can bathe in the soothing phosphorescent glow and increase my sex appeal. But if I were using a flashlight to read papers, well, enough is enough! |
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Then it wouldn't be so sexy. CSI has been the biggest thing to hit science in years. It's totally cool to be geeky and smart like.
I work in R&D; if we kept our lights like that, I'd bump into something and kill someone. Bummer. |
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3006. Anonymous (webdefault9.sbcss.k12.ca.us) –
17 Oct 2005 12:25:58
[ FLAMING TEXT ]
computer GEEKS!! |
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3005. Tom 7 (h-67-100-132-244.phlapafg.dynamic.covad.net) –
16 Oct 2005 22:45:49
[ UPD: Escape Beta 3 ]
Heart framers: It's not obvious what the answer should be. Generally, things are activated by stepping onto them. It's true that panels are an exception to this, but they are an exception to almost everything. ;) But, the point is sorta moot since they've been around for so long... I don't change old behavior unless there's an incontrovertible bug!
Nothing can be pushed into a teleport, even Daleks. Since bombs don't move on their own, there's no way for them to go through teleports.
As for seeing bomb fuses, it's a kind of hidden information like bot numbers and panel destinations. A plan for the future is to have a key that shows these things, since I don't believe in hidden information. But, showing the timer numbers all the time just makes bombs too ugly (like showing dests or bot numbers would). |
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3004. Stephan (fl-71-3-34-61.dyn.sprint-hsd.net) –
16 Oct 2005 20:32:26
[ UPD: Escape Beta 3 ]
Should teleporting onto a heart framer pick it up? |
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Agreed. I know it's the night shift, but still... |
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3002. Stephan (fl-71-3-34-61.dyn.sprint-hsd.net) –
16 Oct 2005 19:30:57
[ UPD: Escape Beta 3 ]
More munitions musing: Daleks can go through teleports, but bombs can't?
Also, puzzles are made harder from the fact that you don't know how long a bomb's fuse is until you actually move it. (Might be nice if the countdown was initially indicated on the bomb.) |
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SALT
The little buggers don't like salt!
Never thought about using bleach.
Just take your container of Morton's or whatever and pour it where the pushy little bastards are stretching their way out & up and into the glorius shade where they emit their GLORIUS LITTLE PROGENY spores.
On a new room that we had built on to an existing house about a year ago, (the "plague" began this summer--rainy season)
we've had mushrooms growing outdoors from under the threshold AND INSIDE...same place, through the sealant at the base of the doorway.
After a great deal of chin-rubbing it is my decided theory that our construction engineer/fireman/friend didn't get enough of a downward slope on the concrete stoop. He mumbled as he advised us–as we were writing out his final check–to get some guttering put up there. |
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3000. Tom 7 (h-72-244-71-99.phlapafg.dynamic.covad.net) –
16 Oct 2005 11:03:05
[ UPD: Escape Beta 3 ]
Kirima: escape.txt is the same for all of the platforms. It comes inside the Escape "app" on mac osx (browse inside the icon to find it), or you can just read it online:
http://escape.spacebar.org/win32/escape.txt
.. but it doesn't explain everything yet. =( |
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2999. Tom 7 (h-72-244-71-99.phlapafg.dynamic.covad.net) –
15 Oct 2005 23:00:38
[ NEW: Escape Beta 2! ]
And: I made a new thread for Escape feedback, so you might want to use that one instead so that others can follow the discussion. |
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2998. Tom 7 (h-72-244-71-99.phlapafg.dynamic.covad.net) –
15 Oct 2005 22:59:52
[ NEW: Escape Beta 2! ]
Stephan: I agree that bombs require learning a new property of tiles (that is, their bombableness), and all things equal, that's undesirable. But bombs are way too hard for level designers to control if they can destroy anything. I've tried to make sure that there are some blocks from each broad category (wall, pushable, etc.) that are destroyable and some that aren't. BTW, you got it slightly wrong, so here is the actual list from the code. The "true" ones at the top are bombable and the false ones are invincible.
/* some level of danger */
case T_EXIT:
case T_SLEEPINGDOOR:
/* useful */
case T_LASER:
/* obvious */
case T_BROKEN:
case T_GREY:
case T_RED:
case T_GREEN:
/* a soft metal. ;) */
case T_GOLD:
case T_NS:
case T_WE:
case T_NW:
case T_NE:
case T_SW:
case T_SE:
case T_NSWE:
case T_TRANSPONDER:
case T_BUTTON:
case T_BLIGHT:
case T_GLIGHT:
case T_RLIGHT:
/* ?? sure? */
case T_BLUE:
/* don't want walls made of this
ugly thing */
case T_STOP:
/* but doesn't count as picking it up */
case T_HEARTFRAMER:
/* ?? easier */
case T_PANEL:
case T_RPANEL:
case T_GPANEL:
case T_BPANEL:
return true;
case T_FLOOR:
/* obvious */
case T_HOLE:
case T_ELECTRIC:
case T_BLACK:
case T_ROUGH:
/* for symmetry with holes.
maybe could become holes,
but that is just more
complicated */
case T_TRAP1:
case T_TRAP2:
/* useful for level designers */
case T_LEFT:
case T_RIGHT:
case T_UP:
case T_DOWN:
/* Seems sturdy */
case T_TRANSPORT:
case T_ON:
case T_OFF:
case T_1:
case T_0:
/* made of metal */
case T_STEEL:
case T_BSTEEL:
case T_RSTEEL:
case T_GSTEEL:
case T_LR:
case T_UD:
case T_SPHERE:
case T_BSPHERE:
case T_RSPHERE:
case T_GSPHERE:
/* shouldn't bomb the floorlike things,
so also their 'up' counterparts */
case T_BUP:
case T_BDOWN:
case T_GUP:
case T_GDOWN:
case T_RUP:
case T_RDOWN:
return false;
As for pushing bombs into holes, well, too late for that now. Although it makes sense in a way, I think it's less regular, because bombs are bots and other bots can't be pushed into holes. |
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2997. Anonymous (pool-141-151-138-62.pitt.east.verizon.net) –
15 Oct 2005 21:20:36
[ UPD: Escape Beta 3 ]
vote bush |
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2996. Tom 7 (h-72-244-71-99.phlapafg.dynamic.covad.net) –
15 Oct 2005 20:54:44
[ NEW: Escape Beta 2! ]
Stephan: humm, sorry about that. Was everything working fine before the restore thing, like, you think that's what caused it? Did you restore without having saved first? It sounds like a pretty crazy bug, so if you can give me any more information (or steps to repeat it), let me know. These dataloss bugs are by far the worst, so fixing 'em are a high priority.
Your player file should be backed up automatically every few days. Go inside the escape directory, and there should be a group of files named stephan.esp~nnnn where nnnn is some number. Copy the one with the largest number to a filename like "stephan2.esp" and it should be good again. Also, it might be helpful if you could send me the broken "stephan.esp" if it's not empty. |
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2995. Stephan (fl-71-3-34-61.dyn.sprint-hsd.net) –
15 Oct 2005 13:28:44
[ NEW: Escape Beta 2! ]
Wow, I've really messed up my playerfile with this build. I tried to play through my recent level again; I launched into it, and then tried pushing R to restore. Escape put me at the exit door, with bots and walls intact. I moved off the exit door and back on to finish the level and got a Bug error message (something about the solution optimizer having an invalid start position).
I was prompted to press enter to file a report. When I did so, Escape crashed.
Upon relaunch my player file in the menu reads:
stephan.esp **ERROR** (-1)
and selecting it yields
"Couldn't read player stephan.esp"
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2994. Stephan (fl-71-3-34-61.dyn.sprint-hsd.net) –
15 Oct 2005 13:16:15
[ NEW: Escape Beta 2! ]
The new bomb tiles are pretty interesting. The rules for the bomb are a bit confusing though, regarding what tiles the explosion affects.
Destroyed by bombs:
blue, red, green and gray and gold blocks (including broken)
buttons, wire and transponders
trigger panels (both gray and colored)
decorative tiles (stop, arrows)
lasers and bots
Unaffected:
steel blocks and spheres.
traps, holes and teleports
on/off switchs, 0/1 blocks
electricity or colored floor of any state
This complexity makes more interesting levels possible, but means that players will have to learn (by trial and error?) which blocks can be destroyed.
IMHO bombs should be pushable into holes, resulting perhaps in either the bomb vanishing completely, leaving the hole, or perhaps exploding upwards and filling the hole in with a broken grey block. |
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Ok, well, I hope you fix this known ridiculous situation some time soon. Nonetheless it is a great feature. |
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Is there any equivalent file to "escape.txt" (mjn is talking about) for Mac OS X? Downloading escape-beta-osx.zip once more did not help. I've just no clue at all what I might be missing... -> maybe explanations for shortcuts?
Nice work, "cute" bombs - even so they can't be cute by definition ;-)
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