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Author
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Topic: New tile: Fixed Blank Space (Read 1264 times)
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TfGuy44
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When someone designs a puzzle level, any tiles they place must stay fixed for the person solving it. There needs to be a way for the designer to stop the solver from placing anything but blank space in some square. This could probably be done with a new tile that denotes a fixed blank space. This could stop the problem of the solver "blocking" something the designer didn't want blocked, like the timer bulldozer in Insanity's solution ( meledih) to (the newest version of) Borogove's puzzle, lizapav. Any thoughts?
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« Last Edit: October 27, 2006, 01:42:41 PM by TfGuy44 »
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Kevan
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Borogove suggested this as well. My first thought was that a clever designer could get around this with collapsing barrels - the timer bulldozer could have run through a maze of furnaces that start off clogged with them, and they'd all disappear immediately. But blocking off smaller things (like the end of that dozer's route) seems fiddly or even impossible, and the complexity will just make levels ugly or difficult to design, or both.
So there's a new tile, bolted a bit clumsily onto the interface (I was going to quietly replace one of the existing ones, but they've all now been used in existing levels somewhere). It's a grey cross that just turns into empty space when a level starts running. Have fun.
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TfGuy44
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Aww, I here I was thinking I had an original idea.  Either way, *perfect* implementation of the new tile. It's great. Thanks. 
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Hand-E-Food
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One other thing I've noticed is in game mode, you can remove any existing tile that you have available to use. ie. If there are dozers in a level, the player can remove the dozers. If dozers happen to be anti-ed, the player cannot remove them.
EDIT: Pardon me. I just saw the new posts on this.
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« Last Edit: November 06, 2006, 12:43:32 AM by Hand-E-Food »
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