Recent posts

#1
Contests / Re: Level of the Year 2024: Vo...
Last post by IchoTolot - Today at 02:31:31 PM
2 levels set for the finals, let's try to determine the third!  :)
#2
Game Bugs & Suggestions / Re: Input gets eaten during ri...
Last post by Simon - Today at 08:04:49 AM
Sorry, this one is on me, I confused practically everything in OP. I should have consulted my notes.

The correct repro is:

  • Play any level.
  • Fast-forward 5 minutes.
  • Press and hold the 1-physics-update-rewind hotkey.
  • During this rewinding,
    • start to right-click scroll (press and hold),
    • or zoom with the wheel (rotate several notches),
    • or select skills by hotkey.

Observed for right-click scrolling:

  • You have a 50 % chance that the starting click for hold-to-scroll fails. If this click fails, the subsequent holding also fails, guaranteed. You have to release right mouse button and re-click-and-hold.
  • Rewinding continues correctly, it doesn't depend on the scrolling's failure or success.

Observed for zooming with the wheel:

  • For each of the mouse wheel notches individually, you have a 50 % chance that it will fail.
  • Rewinding continues correctly, it doesn't depend on the zoom's failure or success.

Observed for skill selection by hotkey:

  • The skill has a 50 % chance to get selected.
  • Rewinding stops. It doesn't depend on the skill selection's failure or success; it always stops.

Expected: Rewinding always continues, and the second input always succeeds.

The 50 % probability is on smaller levels: Automaton Maintenance, or Save Our Souls. On big, laggy levels, the probability of failing increases. I fail to right-click scroll with 70 % or 80 % on Space Program 10,000 BC.

The probability of failure increases during in-game times such as x:x9, x:x8, x:x7. It's lower immediately after an internal 10-second savestate around x:x1, x:x2.



I'll copy this into OP in a few days.

As WillLem says: Who can repro this on Windows?

-- Simon
#3
Contests / Re: Level Design Contest #32 -...
Last post by Crane - Today at 06:26:22 AM
I'll block off every nook and cranny there is!!  V8 released.  Still, they're all very slight changes each time.
#4
Contests / Re: Level Design Contest #32 -...
Last post by Crane - Today at 06:25:19 AM
R1's are V1.

Changelog History of R2:

V2 - Increased height of steel veins to patch a backroute from Velixi. Added more decorative veins.
V3 - Extended length of steel veins to the left of the sphincter(!) to patch a backroute from Kaywhyn.
V4 - Moved leftmost tooth to patch a backroute from Kaywhyn.
V5 - Returned to V3 as a base to reintroduce backroute, but made it slightly more difficult to pull off.  Bronze talisman time reduced from 3:45 to 3:30, and new gold talisman to complete using only 12 skills.  Some other minor terrain changes.
V6 - Changed shape of leftmost hill to patch backroute from Kaywhyn.
V7 - Added extra steel veins below the sphincter to patch a backroute from Kaywhyn.
V8 - More modifications to the leftmost hill to patch a backroute from Kaywhyn.

Changelog History of R3:

V2 - Small modification to the terrain at the waterline to patch a backroute from IchoTolot.
V3 - Extra entrails and blood drips underneath the platform to patch a backroute from IchoTolot.
V4 - Lengthened an entrail above the skull to patch a backroute from Velixi.
#5
Contests / Re: Level Design Contest #32 -...
Last post by kaywhyn - Today at 05:34:41 AM
Another solution that gets both talismans in the same solution. I still use a lot of precision here but no steel abuse this time though!
#6
Contests / Re: Level Design Contest #32 -...
Last post by Crane - Today at 03:35:30 AM
Dayum... nice backroute!  Patched it because I don't like unfair precision and it isn't what I was after.  The intended gold talisman solution is pretty clean.
#7
Game Bugs & Suggestions / Re: Input gets eaten during ri...
Last post by WillLem - Today at 02:44:33 AM
Very strange. I'm not currently at my laptop so I can't test this immediately. Has anyone with a Windows machine noticed this?

Best guess is that it's something to do with hotkey priority, I'll take a look at it soon.
#8
Game Bugs & Suggestions / Re: Clear Physics Mode: Abolis...
Last post by WillLem - Today at 02:40:29 AM
I personally like the colour cycling, but can see why it may be annoying or counterintuitive to some users. Settings could allow users to specify a colour using a hex code, I'll look into this soon.
#9
Game Bugs & Suggestions / Re: [Suggestion][Game & Editor...
Last post by WillLem - Today at 02:38:13 AM
Outline wouldn't be the best idea for water and/or OWWs because in both cases the trigger area affects whatever it overlaps, including any added terrain.

The idea of CPM is to make it clear where the triggers are, pixel by pixel. Outlining is at best asking the player to work it out instead of just showing it, and at worst could even render some trigger areas invisible (if the outline is outside the terrain piece, for example.

I'm typing this on my phone, I'll come back and add some visual examples later.

As for the colour, I see no reason not to allow users to specify whatever colour they like. I'll look into whether this is feasible.
#10
Contests / Re: Level Design Contest #32 -...
Last post by kaywhyn - July 07, 2025, 09:52:37 PM
@Crane

Monster Munch resolved again. The 3:30 talisman wasn't a problem, but the <= 12 skills one was very hard to figure out and took me a really long time. There were plenty of things I've tried that would had worked but ultimately most use 13 skills or fail because of pixels with too high step ups. In the end, the <= 12 skills talisman also satisfies the time attack talisman, and again I'm not sure if you intend for both to be obtainable in the same solution. If the latter one is acceptable, I'm quite curious what you intended for that one! At least in my solution, it needs a lot of precision!