Search found 45 matches

by Anonycat
Tue Sep 01, 2020 4:01 pm
Forum: New Ideas
Topic: Walkable EMC doors
Replies: 3
Views: 688

Re: Walkable EMC doors

There are four R'n'D style doors (that are walkable), four EM style doors (also called "gates") (that are passable, that is, you cannot stay on those doors, and the tile on the opposite has to be walkable to be able to pass these doors) You can technically stay on an EM door or other pass-through t...
by Anonycat
Mon Aug 17, 2020 4:42 am
Forum: Level and Artwork Design
Topic: Trial of the Emerald: The ultimate skill test
Replies: 19
Views: 769

Re: Trial of the Emerald: The ultimate skill test

However, when pressing the "snap" key (but not releasing it yet), nothing happens, so you can continue pressing an additional direction key (to really execute a "snap" action), which also lets the engine advance by one frame now. But you can also just release the snap key again (without pressing an...
by Anonycat
Tue Aug 11, 2020 4:32 pm
Forum: New Ideas
Topic: IDEA: Respawn anchors / checkpoints
Replies: 9
Views: 397

Re: IDEA: Respawn anchors / checkpoints

The tape system makes using an element for this rather superfluous. If you want to pick up your progress from a certain point in a level, the idea is that you can simply replay your automatically-saved tape until you get back to that same point, then press record and resume playing! No need for the ...
by Anonycat
Mon Aug 10, 2020 8:29 pm
Forum: Level and Artwork Design
Topic: Trial of the Emerald: The ultimate skill test
Replies: 19
Views: 769

Re: Trial of the Emerald: The ultimate skill test

It's a fine level, working in plenty of variety in game elements. Really, the issue is that by making use of all that variety, that's more opportunities to be susceptible to perceived flaws that go all the way back to the burden of the people who originally programmed the source games and how they d...
by Anonycat
Mon Aug 10, 2020 2:11 pm
Forum: Level and Artwork Design
Topic: Trial of the Emerald: The ultimate skill test
Replies: 19
Views: 769

Re: Trial of the Emerald: The ultimate skill test

The level's most egregious flaw comes in this room near the end, just before the start of the time-limited section: trialofemerald.png Of course, what you're supposed to do is run under the two gems without taking them, then they fall down and serve as a closed door until you're done with the room a...
by Anonycat
Mon Aug 10, 2020 1:33 am
Forum: Level and Artwork Design
Topic: Trial of the Emerald: The ultimate skill test
Replies: 19
Views: 769

Re: Trial of the Emerald: The ultimate skill test

Here's what the level looks like when you take full advantage of frame advance and repurposing some of the bombs to let you skirt a few of the challenges. 6:48.66.
by Anonycat
Wed Jun 19, 2019 10:45 pm
Forum: New Ideas
Topic: show stats of to-be-replaced tape
Replies: 3
Views: 1669

Re: show stats of to-be-replaced tape

Those mockups also seem to indicate that this feature would retrieve the score of the old playthrough, which would also need to be stored as a variable in the new header version, or again simulate the whole tape in the background, or simply drop any attempt to retrieve the old score value.
by Anonycat
Sun Feb 10, 2019 5:52 pm
Forum: Bug Reports
Topic: Electron converting explosions into infotron-containing explosions is not yet reproduced in the RnD engine
Replies: 1
Views: 1007

Re: Electron converting explosions into infotron-containing explosions is not yet reproduced in the RnD engine

This behavior should be taken as a bug in SP, which RND faithfully reproduces under the SP engine but shouldn't have its extent pervade anywhere beyond that.
by Anonycat
Mon Jan 21, 2019 3:39 am
Forum: Bug Reports
Topic: Snapping (or is it just TAS snapping?) at falling gems may not save correctly in tapes
Replies: 10
Views: 2221

Re: Snapping (or is it just TAS snapping?) at falling gems may not save correctly in tapes

If you want your tapes to sync, you have to insert at least a 1-frame pause after you snap in some direction, before you're allowed to snap again. Unlike the case of flicking a conveyor belt, this wait doesn't have to be with a completely blank 0x00 input, so just tapping the snap key by itself for ...
by Anonycat
Sat Jan 19, 2019 1:22 am
Forum: Bug Reports
Topic: Switching switches has too much delay in single-step mode
Replies: 3
Views: 924

Re: Switching switches has too much delay in single-step mode

Specifically, after you activate a switch, there has to be at least one intervening frame in which your input is exactly 0x00 (nothing) before you're allowed to activate the switch again. The trouble here is that default RND gives you no way to input a 0x00 in single-step mode; you can simulate it f...
by Anonycat
Mon Dec 17, 2018 12:44 pm
Forum: Puzzles
Topic: Lead Us Not Into Teleportation
Replies: 2
Views: 1432

Re: Lead Us Not Into Teleportation

If you could do everything frame-exact, the switch in the top right wouldn't actually be necessary.
by Anonycat
Fri Nov 09, 2018 3:13 am
Forum: Puzzles
Topic: Step by Step Training
Replies: 7
Views: 4443

Re: Step by Step Training

It's not part of a level set at all, you have to construct it yourself in the level editor, using the template shown in the first post.
by Anonycat
Tue Sep 25, 2018 10:24 pm
Forum: Puzzles
Topic: Step by Step Training
Replies: 7
Views: 4443

Re: Step by Step Training

To be fair, pulling off the 33/rock combo absolutely requires a frame-accurate maneuver: snapping a falling gem in midair. Without that, you can still complete the level with a rock in that one particular spot, but you'd need all 35 steps.
by Anonycat
Mon Sep 24, 2018 4:55 am
Forum: Puzzles
Topic: Step by Step Training
Replies: 7
Views: 4443

Re: Step by Step Training

BONUS: The level can be solved with the starting step count set to 33. SUPER RIDICULOUS: The level can still be solved if any one of the fuel containers is replaced by a spent fuel container, or a rock. (If the bottom left fuel is the one that becomes the rock, you can even make both the rock-replac...
by Anonycat
Sun Mar 04, 2018 10:54 pm
Forum: Bug Reports
Topic: Niko Boehm's tutorials - level 19 trick
Replies: 1
Views: 1133

Re: Niko Boehm's tutorials - level 19 trick

I have an old tape that demonstrates, perhaps, an interesting corollary to this. This is far more hectic than anyone can ever reasonably expect to play the level, and following along with what's happening is a nightmare, but basically the last of the amoeba cells in the top right dies off at an extr...