Tom 7 Radar: all comments

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2623. RadAcoustics (p230.fastip190.adsl.iconz.net.nz) – 18 Jul 2005 05:01:00 Quake 3 Done! ]
Heya Tom,

Just thought I'd give another wave hello to the keeper of the eternal thread.

Every so often in my random 'Googles' this thread pops up, and it always brings a smile to see it still trucking on.

Bring on the 5yr anniversary I say. I'll certainly be here to post comment on 12.01.06
 
2622. Tom 7 (h-72-244-70-115.phlapafg.dynamic.covad.net) – 17 Jul 2005 20:16:07 NEW: Escape Beta 2! ]
Well, I thought about it a little more, and thought about implementing a mode for linked/unlinked editing (note this is also the case for moving the selection), but I think it just doesn't make sense to do them unlinked. The reason is that the foreground and background share the same destinations, so you can't really edit them independently.
 
2621. Stephan (fl-71-3-76-137.dyn.sprint-hsd.net) – 17 Jul 2005 19:55:23 NEW: Escape Beta 2! ]
Well, it means that if I have something in one world already laid out and then extend a pattern in the other world, it's likely to mess up what I've already done.

How often are you going to have patterns of the same dimension and position that you want to extend on *both* worlds at the same time?
 
2620. Tom 7 (h-72-244-70-115.phlapafg.dynamic.covad.net) – 17 Jul 2005 17:44:53 NEW: Escape Beta 2! ]
Hmm, the first is just laziness on my part, which I should fix.

The second I did on purpose and I thought was the right behavior. Is it generally undesirable? What do others think?
 
2619. Stephan (fl-71-3-76-137.dyn.sprint-hsd.net) – 17 Jul 2005 12:22:49 NEW: Escape Beta 2! ]
Editor Bugs:
If cancel out of the level title dialog w/esc, it forgets what was there and renames the level 'untitled'.

If you hilight an area and use shift-arrows to expand, it affects both worlds. (If bizzaro land has tiles in the same area, the pattern expands.) This is generally undesirable.
 
2618. Anonymous (217-13-25-142.dd.nextgentel.com) – 16 Jul 2005 11:31:02 trustworthy, loyal, helpful, friendly, courteous, kind, obedient, cheerful, thrifty, brave, clean and alone ]
Just be around, call her and ask if she wants to play Mario Kart.
She deserves another try at it.
I like your songs alot.
People are weird. They feel suffocated and then they feel neglected. If she's irrational in any way, give her space and then contact her. But don't leave her alone for days unless she asks for that.
The same advice would be given to her if you were the irrational party. With Murphy's Law taking into effect, you're probably both irrational. Then you have to do something that is so irrational and in her favour that it just stuns her.
And that's probably not something that's so big it gets insignificant, but something much different. Small and concrete.
 
2617. Tom 7 (h-68-166-177-68.phlapafg.dynamic.covad.net) – 16 Jul 2005 00:21:44 trustworthy, loyal, helpful, friendly, courteous, kind, obedient, cheerful, thrifty, brave, clean and alone ]
Thank you friends.
 
2616. Stephen (c-24-3-194-19.hsd1.pa.comcast.net) – 16 Jul 2005 00:15:09 trustworthy, loyal, helpful, friendly, courteous, kind, obedient, cheerful, thrifty, brave, clean and alone ]
Sorry to hear this, Tom. I can sympathize, as I've made similar mistakes (recently, even!). I hope things work out.
 
2615. jetfuel (c-67-170-103-123.hsd1.wa.comcast.net) – 15 Jul 2005 23:37:13 trustworthy, loyal, helpful, friendly, courteous, kind, obedient, cheerful, thrifty, brave, clean and alone ]
1. I can't tell you how many times in five and a half years we've been sure that we would be broken up within the week, and then came back together. If it's right, one of you will *always* take the initiative to pick up the bits and continue.

2. Your warning may have roused my own initiative enough to save me a similarly ugly situation in the near future.

3. Tonight I'm listening to GGGCAGGG in your honor. :)
 
Bummer man. But you should totally check your mail.
 
2613. Max (pcp0010478666pcs.hamden01.ct.comcast.net) – 15 Jul 2005 20:09:35 trustworthy, loyal, helpful, friendly, courteous, kind, obedient, cheerful, thrifty, brave, clean and alone ]
Yeah, bummer. In my experiences of this nature, one of the hardest parts for me to really accept has been that being right is totally irrelevant.
 
2612. Max (pcp0010478666pcs.hamden01.ct.comcast.net) – 15 Jul 2005 19:16:12 NEW: Escape Beta 2! ]
That works, awesome!
 
Bummer, dude.

I also am emotionally retarded; a 26 year old 16 year old. Sometimes I observe myself behaving like a dumbass teenager and can't help but wonder why I have a serious and intelligent girlfriend. Maybe because throughout our 7 year relationship I've come to accept that she is almost always right -- in the sense that she approaches issues seriously, thoughtfully and sincerely, while I consistenly make a fool of myself. Despite that fact, she seems to know me at a much deeper level than I think she does. Everything has somehow worked out with no serious crises. In fact, our relationship improves steadily as I grow up.

Good luck.
 
Totally yeah.
 
Totally Bummer... but if you're lucky these are the kinds of events that can make a relationship that much stronger.
 
2608. Tom 7 (gs82.sp.cs.cmu.edu) – 15 Jul 2005 15:05:45 NEW: Escape Beta 2! ]
Optical beam would actually be quite easy to implement. It would work like this. Add a new kind of wire that is a "transciever"; when it receives a pulse, it sends it across thin air (same things that allow lasers to travel) in the appropriate direction to another transciever, which passes the pulse on. Then, your security beam could just be a button that you need to press in order to trigger a light via the transciever to get to the exit.
 
2607. Max (pcp0010478666pcs.hamden01.ct.comcast.net) – 15 Jul 2005 14:59:43 NEW: Escape Beta 2! ]
I don't really care about the specifics, as long as there can be a way to make sure you have to move blocks out of the path of something in order to solve a level -- but there is currently no way to do this without using a really complex system as in "Collapses". [At the moment, there is only a simple way to make sure you have to move blocks INTO the path of something (i.e. lasers that block exit)].

So yeah, I was envisioning something that fired in one direction only. I'm not quite sure what you mean by '"optical beam" for wires' but whatever is the easiest way to implement this I guess. I realize it would probably be a pain, but I figured I might as well suggest it!
 
2606. mjn (pool-68-161-213-167.ny325.east.verizon.net) – 15 Jul 2005 06:21:48 NEW: Escape Beta 2! ]
Actually, come to think of it, the ray could also just work like a panel. You wouldn't need a target that way, either, because only the "edge effect" of pushing a block in or out of its view would do anything.

(Actually, come to think of it some more, the blue block itself could be the target, or the stop sign or arrows...)
 
2605. mjn (pool-68-161-213-167.ny325.east.verizon.net) – 15 Jul 2005 06:09:18 NEW: Escape Beta 2! ]
Hey, that sounds pretty cool.

If it only fired in one direction, then you wouldn't need a target--you could just use pairs of rays.

A more general restriction than barring the exit would be to have a laser that only fires if a ray is blocked (or better yet, if a ray connected to it with wires is blocked). You could place one next to the exit to get the same effect as before, but you could also lock and unlock different sections of the level, protect individual panels/buttons, have people move wires to turn off the ray, etc.
 
2604. Tom 7 (h-68-166-177-68.phlapafg.dynamic.covad.net) – 15 Jul 2005 00:14:17 NEW: Escape Beta 2! ]
OMG complex!
I prefer to provide smaller concepts that can be connected to achieve those kinds of results. What would be the simplest thing that would allow you to achieve this? An "optical beam" for wires, perhaps?
 
2603. Max (pcp0010478666pcs.hamden01.ct.comcast.net) – 14 Jul 2005 23:08:28 NEW: Escape Beta 2! ]
P.S. there would also need to be a corresponding "target" tile that ends or receives the ray, otherwise it would always be "blocked", duh!
 
2602. Max (pcp0010478666pcs.hamden01.ct.comcast.net) – 14 Jul 2005 23:07:13 NEW: Escape Beta 2! ]
Here's an idea for a new type of tile, "Security Laser" (or whatever). This may be complicated to implement, but I think it would be cool if there were tile that sent out a "ray" like a laser, but the ray doesn't kill you. Rather, as long as the ray is not blocked by anything, the exit remains open, but while it is blocked by any solid tile (i.e. anything that blocks a laser) the exit is "barred" (similar to asleep) and cannot be entered. I went to extremely great lengths to implement a mechanism that results in the same effect in "Collapses" and I often wish there were something like this when creating levels.
 
2601. Tom 7 (h-68-166-177-68.phlapafg.dynamic.covad.net) – 13 Jul 2005 23:41:12 Yikes! --or-- Tom Learns his Lesson ]
Thank you Hock. That is a flattering perspective. Yes, this is part of my slow maturation, which will no doubt make me less mythological, but I don't mind that right now.
 
2600. Hock (adsl-67-119-9-126.dsl.snfc21.pacbell.net) – 13 Jul 2005 01:40:02 Yikes! --or-- Tom Learns his Lesson ]
I'm unqualified to say this, and it will undoubtedly sound a little patronizing, but I will say it anyway. I think your intense laziness is what makes you such a lovable rascal. That, and your propensity to dig yourself out of jams at the last minute with your overwhelming intellect. The juxtaposition of the two makes you mythical, so extreme that you seem almost literary, like a tragic hero. But I think you are learning how to take a more balanced approach to life, thus avoiding tragedy, but inevitably making you a little less interesting. Good luck with everything.
 
2599. Tom 7 (h-72-244-70-120.phlapafg.dynamic.covad.net) – 13 Jul 2005 00:56:58 NEW: Escape Beta 2! ]
Dorothy: It's not a bug; there are a few "secret" keys for playing levels, meant to discourage the use of hidden information. Y toggles layers like in the editor, [ and ] zoom in and out, S saves state, R restores it, U is undo, and there are even some other advanced ones that you should probably avoid...
 

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