One Big Level (powerful cpu needed)

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Postby PeterT » Tue Aug 29, 2006 2:20 pm

Toa the Boa wrote:Nothing is random in Armadillo Run, and nothing is random in the real world.
You, sir, should learn about quantum mechanics :P
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Postby Toa the Boa » Tue Aug 29, 2006 2:38 pm

PeterT wrote:
Toa the Boa wrote:Nothing is random in Armadillo Run, and nothing is random in the real world.
You, sir, should learn about quantum mechanics :P


No thanks! I have enough horrible stuff inside my head... :)
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Postby Ryo_Sangnoir » Tue Aug 29, 2006 2:44 pm

Just to add to what I've said:

Yes, a level will act the same if you run it multiple times. However, if you tweak it then undo it there's a possibility it will act differently. This can mess up certain levels...*finds them*

You can find these on the armadillorun.com/levels page:
helloev description:
Mucu. To work you must: Edit the position of the smallest up doblerocket. Run. Stop. Undo. Run again
ADAM also suffers from this, namely the last part, the container the armadillo is in can sometimes get stuck beneath the rubber. For both levels pressing Clear (which does nothing, as nothing was placed so you can't get rid of anything) fixes the level, so I don't have a clue what happens there.

EscapeFromTheDarkForceFactory: Frederik's solution will also tend to not work for no reason. For there you have to add something, play, stop, undo, play and then it may work.

Also as attachments: Pendulum solutions. TSBD was gotten by tweaking TCC then undoing the change. Sure, the actual play of the level isn't affected, but the cloth snaps differently both times showing that at least SOMETHING is happening.
Attachments
Extra 5 - Pendulum.The Closest Call.lvl
Cloth snaps at both ends.
(3.02 KiB) Downloaded 329 times
Extra 5 - Pendulum.The Same but Different.lvl
Cloth snaps closer to middle, leaving tiny piece in centre.
(3.02 KiB) Downloaded 306 times
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Postby n.fav » Tue Aug 29, 2006 3:01 pm

Glad you liked this level! :D Thanks everyone.

I like the idea of an option to introduce randomness in the game, it would need completely different approach to solve the problems.
But while it could be possible to implement this randomness, there'd be problems with the results calculation...calculate 1000 times the levels and give statistics would be hard to implement I think...

I update the file because there was some bugs here, one piece get stuck, another break, etc..
I just moved one pixel a piece of rubber, and it changed lot of things.

Actually I think the game would be very irritating with randomness...

PS : Kingofthespill, I was really inspired by your "Counting to Four" to do this one... 8)
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Postby Toa the Boa » Tue Aug 29, 2006 3:10 pm

n.fav wrote:But while it could be possible to implement this randomness, there'd be problems with the results calculation...calculate 1000 times the levels and give statistics would be hard to implement I think...


It will be some programming to do, but it could be done.
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Postby BioDroid » Tue Aug 29, 2006 7:56 pm

Im determinist
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Re: One Big Level (powerful cpu needed)

Postby Voltrillian » Fri Apr 25, 2008 5:02 am

288 secs lol
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