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Messages - jkefka

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1
Eeeexcellent....*rubs hands together*

2
...Of course.  Man, there's so many cool features I forget some of them.

3
I beat it, eventually.  My solution was a little strange in that rather than trying to clear all of a color at once (my usual approach) I ended up clearing most of the colors in two separate chains, and have a bunch of chains go off simultaneously.  If that was the intent, very cool, if it wasn't I think it's an interesting approach to keep in mind...

Difficulty-wise, though, I think it's probably on the harder end of average.  I always wish this game had a replay or slow-mo mode where I could watch the chain develop and see what the "next step" should be, so I had to set it up and let it run a few times for every permutation I tried just to see how it broke down.  In any case, it has the same thing that a lot of my puzzles have that people seem to dislike which is there are just a lot of blocks on the board.  Most of fiskbit's "official" puzzles have relatively few actual blocks, just a strange arrangement or placement.  I personally like this kind of puzzle, but it's a little harder than "Average" to play.  I personally enjoy it, but I like hard puzzles.

Please try some of mine and let me know what you think!  :D

4
I'll give this one a whirl...but please try one of mine!  (especially "eat this."  I think my earlier puzzles scared people off, but it shouldn't be all that hard...)

5
I'm amazed by the polish on the new version, it's a really nice upgrade.  I've run into a few little tics that I'll be posting in the bugs forum shortly, mostly aesthetic issues that will take 10 seconds to fix, but do affect how professional the game looks.

6
I mean, as far as I'm concerned "uncharring" is basically the same as "clearing," though I know that's not quite the mechanic.  I'd also kind of like to see a clear-count for locked blocks, which I couldn't find and seems more straightforward.

7
So I'm throwing together some adventure level ideas (rather than puzzles), and I have this one I want to make but the objectives don't seem to give me the tools I need, even though I feel like it should.  I want to create a level that requires you to take care of X number of charred blocks, while clearing only X total blocks, but charred blocks and flame blocks don't drop, you can only place flame blocks as items.  The problem is, "clearing X charred blocks" doesn't work like I want it to.  If I do a chain next to them and they become un-charred, it doesn't count them.  I also tried a Can o' Beans, no dice. I  suspect something like an eater or that would do it, but that's not the level I'm trying to make.  Is there any way to make it count the number of blocks you have un-charred, and if there isn't, can there be?

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Custom Puzzles Added To Community Free DLC / Eat This
« on: June 10, 2010, 05:57:21 PM »
A level with a very simple goal: Clear one purple block.  Should be a little easier than my previous levels, but requires a moment of thought to work out.  Let me know what you think!

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Here's a slightly revised version.  I have a tendency to put in locks as "hints," hopefully this will make it more solveable.


10
Weeha!  Alas no Music Block Mode yet, but I still have hope...

11
Trampoline mode got my attention as soon as I heard about it, and I had to throw together a nasty little brain-teaser for it.  This one may have multiple solutions, but I doubt it.  One hint: Those ice blocks are a time limit.  If they vanish, my solution at least won't work.  Of course, that means you need to have everything around them set up by then.  Have fun!    ;D


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Tidalis / Re: Can you solve this?
« on: May 06, 2010, 12:19:48 PM »
Clever!  It got me thinking about a puzzle I've been meaning to make, too...damn work schedule eating my valuable Tidalis time.

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Tidalis / Re: How scoring works
« on: April 17, 2010, 12:00:00 PM »
I like the fundamental concept behind the scoring, that longer chains of consecutive reactions are the primary mechanism of getting more points.  In the specifics, you might want to make different special blocks worth different numbers of points, just because some (e.g. tinder) are harder to deal with than others (e.g. metal grates).  Are they currently affected by chain multipliers?  It's something else you could think about, which would reward players for clearing them not as the first element in a chain but a later one.  Another possible route to consider is making some special blocks increase the multiplier, which would increase their value tremendously but would perhaps be too much.

Mostly it's a matter of 1. how ridiculously high you want people to be able to get with their scores and 2. how the scoring plays into levels with score-based objectives.

On that topic, I don't know if the current build can handle this, but I just thought of a neat puzzle where you have to keep your score BELOW a certain value while clearing a given number of blocks....

14
F + arrow keys works, but I have to move the arrow cursor to the placed block in order to do it and it feels a little awkward because the cursor moves off the block when it changes direction (I would find it more intuitive if it stayed on the block until you took your finger off the "F" key).  

That wasn't actually my idea, though.  I was thinking, for the purposes of editor mode, that the arrow keys could basically be used as hotkeys for the directions in the "directions" drop-down menu, i.e. not for blocks that are currently on the board, but for the next block you are about to place.  That would make it so you wouldn't have to go back to the drop-down menu every time you wanted to put down a block facing a different direction.  It's just one of those little things that feels like it should be there and isn't.


EDIT: speaking of hotkeys, you could hotkey 1-9 for colors selection and make it really quick to pick your next block.  Red block facing left? 3 - L arrow - click!

15
Ah, you're right about the drag-and-drop.  It does work for me, I just didn't know it was there.  You could probably make that transparent just by adding a little line to make that look like a title bar, so people recognize it as something you can drag around.

As for the block-swapping, I was thinking either the click-one-and-then-the-other method or the drag and drop method would work.  I personally would prefer the drag-and-drop just because it feels a little more intuitive for me, but I also figured that it might be harder to implement.

New general game hitch, though: I'm getting all kinds of glitches trying to change my resolution.  That's likely to be a macbook thing, I'll pin down exactly what the symptoms are and put it in a bug rept.  I only bring this up because if I could push up to a slightly higher resolution the window would be out of the way, as you can see it's currently just a little awkwardly big on my screen.



Oh, I had another idea I forgot to mention: while the drop-down block select, direction select, special block select thing works pretty well, I actually found myself wishing for a kind of palette, at least for the color blocks.  I'm thinking a color palette as small icons in a grid to the right of the "current block" pane (you could do a 3x3 or something), and just spacing out the drop-downs for direction and special blocks.

Also, while using the arrow keys for navigating around the grid is not a bad idea (are you planning to give it the option of a keyboard-only interface at some point?), I would actually prefer the arrow keys be hotkeys for the direction of the block you're placing.  Obviously this is suboptimal for the bidirectional blocks, but for your standard up/down/left/right blocks I think it would be just a little quicker.

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