Search found 47 matches
- Sat Jul 03, 2021 10:40 am
- Forum: New Ideas
- Topic: High score server
- Replies: 20
- Views: 22898
Re: High score server
(Question: Would a 'snap' count as a 'step'?) In Snake Bite, no levels have time limits, and the HUD timer (as opposed to the tape timer) always shows step count by default. From there you can see that snapping emphatically does not add to the step count. On another note, should my collection of TA...
- Wed Nov 04, 2020 2:20 pm
- Forum: Bug Reports
- Topic: Tape length limit
- Replies: 3
- Views: 2323
Re: Tape length limit
Assuming every input change were to last for an exact multiple of 255 frames (the maximum that the tape system's run-length encoding can represent), the old limit allowed a maximum theoretical tape time of 70 hours, 49:54.92 before it decides the tape is full and refuses to write anything more (so a...
- Tue Sep 01, 2020 4:01 pm
- Forum: New Ideas
- Topic: Walkable EMC doors
- Replies: 3
- Views: 3887
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...
- Mon Aug 17, 2020 4:42 am
- Forum: Level and Artwork Design
- Topic: Trial of the Emerald: The ultimate skill test
- Replies: 21
- Views: 27143
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 ...
- Tue Aug 11, 2020 4:32 pm
- Forum: New Ideas
- Topic: IDEA: Respawn anchors / checkpoints
- Replies: 9
- Views: 5156
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 ...
- Mon Aug 10, 2020 8:29 pm
- Forum: Level and Artwork Design
- Topic: Trial of the Emerald: The ultimate skill test
- Replies: 21
- Views: 27143
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...
- Mon Aug 10, 2020 2:11 pm
- Forum: Level and Artwork Design
- Topic: Trial of the Emerald: The ultimate skill test
- Replies: 21
- Views: 27143
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...
- Mon Aug 10, 2020 1:33 am
- Forum: Level and Artwork Design
- Topic: Trial of the Emerald: The ultimate skill test
- Replies: 21
- Views: 27143
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.
- Wed Jun 19, 2019 10:45 pm
- Forum: New Ideas
- Topic: show stats of to-be-replaced tape
- Replies: 3
- Views: 4959
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.
- 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: 2532
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.
- 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: 5684
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 ...
- Sat Jan 19, 2019 1:22 am
- Forum: Bug Reports
- Topic: Switching switches has too much delay in single-step mode
- Replies: 3
- Views: 2785
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...
- Mon Dec 17, 2018 12:44 pm
- Forum: Puzzles
- Topic: Lead Us Not Into Teleportation
- Replies: 2
- Views: 10239
Re: Lead Us Not Into Teleportation
If you could do everything frame-exact, the switch in the top right wouldn't actually be necessary.
- Fri Nov 09, 2018 3:13 am
- Forum: Puzzles
- Topic: Step by Step Training
- Replies: 7
- Views: 16252
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.
- Tue Sep 25, 2018 10:24 pm
- Forum: Puzzles
- Topic: Step by Step Training
- Replies: 7
- Views: 16252
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.