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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: ais523's puzzles on: November 25, 2013, 05:40:06 PM
New puzzle!

Zero One Two: xununez

My solution: imagegepybis
2  Playing the Game / Custom Puzzle Levels / Re: Curly's Puzzles on: November 23, 2013, 02:03:35 AM
Cool.  Now try:

Traffic Counter with Speed Limit begisok
jagegyz is my solution. (Haven't looked at the others yet.)
3  Playing the Game / Custom Puzzle Levels / Re: Curly's Puzzles on: December 15, 2012, 08:51:47 PM
For Extract and Jam (sopuhym): jimykig.

Didn't seem to be anything weird or subtle about it to me. I'll be interested to see what other people came up with.
4  Playing the Game / Custom Puzzle Levels / Re: Madball`s puzzles on: December 09, 2012, 05:53:54 AM
For Display Inc (hovodyf: gududis
5  Playing the Game / Custom Puzzle Levels / Re: Curly's Puzzles on: July 17, 2012, 08:52:37 PM
New puzzle

Even More Odd fecagyf


Err, that's the exact same puzzle with the crates changed, so a solution will be exactly the same.
6  Playing the Game / Custom Puzzle Levels / Re: Curly's Puzzles on: July 09, 2012, 08:34:54 PM
For How Odd (gykegox): gefarov

imageThis isn't the only method to solve it, but it's probably the most obvious. I guess you could do it using adders instead, but you'd need two of them per digit.
7  Playing the Game / Showcase / Re: Cool solutions to the original levels on: July 07, 2012, 08:08:41 AM
I just did sasecoh; a solution to awesome that doesn't use the provided dozer. Before looking at my solution, see if you can solve it yourself.
8  Playing the Game / Custom Puzzle Levels / Re: ais523's puzzles on: July 05, 2012, 08:02:04 AM
Hmm, I guess I specialise in these sorts of puzzles where you have to communicate a small piece of information via some sort of complex medium.

I was inspired to make an easy puzzle of this sort (partly by seeing Xindaris discussing the basics of communicating information via timings in his thread):

How Not To Stop Timing: miboziv (my solution: imagememavex, and a version that locks up after finishing: domagab)
9  Playing the Game / Custom Puzzle Levels / Re: ais523's puzzles on: July 04, 2012, 07:20:26 PM
imageIf you post the puzzle, then I have a solution worked out Grin

How can I resist a challenge like that?

The Torch 2: fobysex
10  Playing the Game / Custom Puzzle Levels / Re: ais523's puzzles on: July 03, 2012, 10:51:01 PM
For Ais: imageAfter comparing your solution and mine, I noticed that you use a different set of patterns than I do. As a result, I think it should actually be possible to distinguish between all 16 values, not just 15. It would be cool to see a "Torch 2" puzzle in which you need to transfer an arbitrary crate with the same mechanism. 

imageLooking at it, what's happening is that we both found a way to read the value three times in four cycles. I do it by blocking one side of the gate so that the barrel stays there until the cycle after with one possible input value, which lets me distinguish 9991 from 9911 and 9999, and 1119 from 1111 and 1199. Meanwhile, you do it by placing a different barrel there on the fourth cycle, letting you distinguish EE00, EE0E, EEE0, EEEE, but presumably at the cost of being able to distinguish 000E from 0000. I guess the problem more generally is that taking values off the gate, and putting values on the gate, interfere with each other, especially as we need to do the three-way check of low, high, or nothing on the first cycle.

If there's a way to do it, I guess it uses a setup like yours, and somehow ensures that both ports of the adder have something on them on the third cycle regardless of whether the barrel was pushed to the left or right on the second. I think we could actually do this if we had access to the bottom of the mechanism, but we don't; the other possibility would be to try to communicate that the barrel was pushed to the right in one cycle, which likewise seems impossible. So I'm a little out of ideas for combining the techniques right now.

Perhaps it's for the best; we might end up with a six-cycle glass floor or something else ridiculous like that, otherwise…
11  Playing the Game / Custom Puzzle Levels / Re: ais523's puzzles on: July 02, 2012, 01:54:35 PM
Here's another one that may look impossible at first sight, and so I had to solve it to prove it was possible.

The Torch: gymagim

My solution:imagegalobed

Note: make sure your solution works with all ? crate configurations, including two 0s (an easy case to overlook).
12  Playing the Game / Custom Puzzle Levels / Re: Xindaris' Puzzles on: July 02, 2012, 01:51:30 AM
"Say When" -- libyfop
This one is basically asking for the other half of a kind of machine I'm interested in, but don't quite understand how to build--where a number input is turned into a certain length of time. I've seen them used before, so this is probably pretty easy, but I'd like to get a better understanding of how to build one of those things...

My solution: saluder

imageIt's pretty much a mechanism like the one you have at the top, but with a gate to stop it when it reaches F, and using the number input to determine when it starts. I put an extra 7 barrel in there to use the same adder to control what number corresponded to what length; this trick only works once, you need to use a separate adder to work as a stream version of the level. The 1 barrel can be changed to an F barrel to count in the other direction.

EDIT: Haha, wow my solution is so similar to Werbad's.

EDIT EDIT: My solution to One Way Track (jidopyc): gypefam. imageIt's actually pretty much exactly the same mechanism as Say When, the only difference is that machinery's needed to communicate via the backwards pipe. And as usual for easy puzzles, I added extra machinery to lock the whole thing up when it's finished.
13  Playing the Game / Custom Puzzle Levels / Re: Xindaris' Puzzles on: June 29, 2012, 03:10:03 AM
One Calculator Office (+) : duraroh
My solution is fykurun. For a bit of added fun, I made the entire puzzle jam, with no moving parts left, after it was solved; this was about as difficult as the puzzle itself.
14  Playing the Game / Custom Puzzle Levels / Re: Curly's Puzzles on: June 11, 2012, 05:47:56 AM
For OutOfMemoryError (bilupib): vicanuh
15  Playing the Game / Custom Puzzle Levels / Re: ais523's puzzles on: June 03, 2012, 09:09:21 PM
Wow, you used so much less space than I did. imageI like what you did with the winches over the right hand side; I think that's the main thing responsible for the savings, as it means you only have one dozer to have to deal with on top and bottom rather than two. It turns out I still had a couple of columns spare in my solution though – I can see where to save them – but it's nothing on the many tens you have. Incidentally, with my solution, I was originally trying to make top and bottom exact mirrors in order to get the timing right, but it didn't quite work out.
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