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5463 Posts in 238 Topics by 2430 Members
Latest Member: Shreyas
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1  Playing the Game / Custom Puzzle Levels / Re: First try... on: November 11, 2006, 11:08:40 PM
Here's mine: domicog

Fun level.
2  Playing the Game / Custom Puzzle Levels / Re: Lazyone's puzzles on: November 11, 2006, 08:59:54 PM
Here's math 3: nubyfif
3  Playing the Game / Custom Puzzle Levels / Re: Select The Best Rx on: November 11, 2006, 03:50:27 AM
Well, I really wanted to try that level, and was disappointed when there was just spam in here. So...

Select The Best Rx: jucybun
4  Playing the Game / Miscellaneous / Re: Update: Undeletable Starting Components on: November 08, 2006, 04:42:09 AM
All the pieces are dark, like they are covered in fog of war. Even if they were lightened, instead of darkened, it'd still be distracting. It makes them all seem as if they are all one piece. I mean, that's the whole point, so that you can tell at a glance what is yours and what is part of the level, but having this view forced on all the time makes it a huge pain to work on. Now we can tell at a glance what is original and what's added, but now we can't tell at a glance what's a packer and what's an unpacker. All the original pieces are now faded together. It's not needed constantly on, and it's so distracting that I have to abandon game mode all together. I had thought it was a bug its so distracting. I uninstalled a bunch of browser extensions thinking a new one was causing some conflict with rubicon.
5  Playing the Game / Custom Puzzle Levels / Re: Mr K puzzles on: November 07, 2006, 02:55:22 AM
jf, that's a cool one. I like it.

I've been working on a solution to this for a while:

Lock box 5: vagigid

I'm not completely sure it's solvable, but I haven't been able to convince myself it's unsolvable, either. The upward copier maybe superfluous, I guess. I left it in there to give another source of crates, that isn't involved in the other process.
6  Playing the Game / Miscellaneous / Re: Should Packers be slowed down? on: November 07, 2006, 02:38:49 AM
Though the poll is apparently closed, I like the idea of having the packers and unpackers operate at the slightly slower speed. It should take at least a turn, not zero turns. I disagree about the copiers. If is at a spot long enough to be destroyed by a furnace, it's there long enough to be copied once. I don't see why a barrel would trigger the furnace before the copier. All surrounding tools should be triggered at the same instance. I would make the assertion that the up-pipe is triggered along with the furnace and the copier, it's just that barrel is destroy by the time it leaves the pipe. The only thing that doesn't seem intuitive is that winches aren't activated in time. I would expect the winch to change position. a barrel lands on a spot with both a furnace and a winch next to it, I expect the winch to start to try to move the barrel, and the furnace to destroy the barrel before the winch actually moves anything, so that it's position is now reversed.

Since you made a toggle for the physics, I'm assuming that you did this to allow people who wanted to keep the old physics to keep it, and those who wanted to get the new physics to get it. But since you changed the physics of multiple kinds of objects, what about a toggle for each? I agree with your idea that packers needed their physics adjusted, and want to use the new physics for them. But I disagree with the idea that copiers needed their physics changed, and don't want to alter their physics. So I can't use the improved physics without taking on some bad physics at the same time.

When I load an old level, it gives my a warning about "packers, unpackers, and adders" physics changing. This should say copiers, not adders, correct?

It seems like the default is the old physics model, not the new one. When I start with a blank slate, I have to turn on the new physics by pressing P. Shouldn't the new physics be default? That is, unless you are still just trying them out.
7  Playing the Game / Miscellaneous / Re: Update: Undeletable Starting Components on: November 07, 2006, 01:05:04 AM
I like the intentions behind the idea, but I don't like the results. I solve everything on sandbox mode now, because the blue messes me up. Maybe if the blue could be turned on and off without having to switch to sandbox.

Edited to say: by turning off the blue, I don't mean making them deletable, I just would like to be able to have the colors normal while I solve. I'd still use the blue button to check what's originally there,. Right now, by switching to sandbox so that I can see while I solve, I can't switch back to game mode without everything turning blue. So I can't really use game mode at all.
8  Playing the Game / Custom Puzzle Levels / Re: Mr K puzzles on: November 06, 2006, 01:05:15 AM
My solution for Lock Box 4 (retados) turned out to be less complex than I was planning on building. I discovered I had already solved it while planning out my the last couple steps I thought I would need.
9  Playing the Game / Custom Puzzle Levels / Re: Mr K puzzles on: November 05, 2006, 07:49:22 PM
Here's my solution to Lock box 3: gugevir I don't have a solution for 2, and am shocked that there are so many solutions for it.

Here's another Lock box zyviguh.
10  Playing the Game / Custom Puzzle Levels / Re: Mr K puzzles on: November 04, 2006, 02:59:40 AM
Lazyone, gyzydav fails on 1. It does work on 0 most cases (I did have a run where i got five 0s before one 1)

SM, that's awesome. I've been not quite sure if there even was a solution for it. I kept changing my mind. None of my tactics have a chance of working yet.
11  Playing the Game / Custom Puzzle Levels / Re: Mr K puzzles on: November 03, 2006, 08:50:40 PM
Here's Lock box 2: lanubob

Oops, that one's much harder than I realized or intended. I still know a way, but it's gonna take me a couple days, at least.

Here's one not quite so bad:

Lock box 3: vudideh
12  Playing the Game / Custom Puzzle Levels / Re: Mr K puzzles on: November 03, 2006, 06:27:40 AM
I've been sitting on my solution for lock box until someone else posted theirs. I don't think our solutions could be more different, zxo. Here's mine: hyfatyg. Every solution I had failed on either F or 0, and when I'd fix for one it'd fail for the other.
13  Playing the Game / Custom Puzzle Levels / Re: MagiMaster's Simple Puzzles on: November 02, 2006, 08:22:50 PM
Here's my Catch solution: gynabeg

(The tiny level I created is totally not solvable. There's no need to put it on the first post.
14  Playing the Game / Custom Puzzle Levels / Re: Mr K puzzles on: November 01, 2006, 10:01:07 PM
I decided I should put my train levels in this thread. Even though the were inspired by MagiMaster's train, it derails his thread to put them in there.

6 trains: zipoxoh
 My solution: fokehur
4 centered trains: nicityz
 My solution: dagovys

Here's a brand new one:
Lock box: surehix
15  Playing the Game / Custom Puzzle Levels / Re: MagiMaster's Simple Puzzles on: November 01, 2006, 10:32:01 AM
Wow jf. I'm going to have to study that solution you made for 6 trains. It's full of so many tricks and ideas.
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