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Pricing problems

PostPosted: Thu Aug 31, 2006 6:56 am
by Armed Dillo
I made a level called "Armadillo, we have a problem"

But now ANOTHER problem popped up. I'm not very skilled at making levels, so i wonder:

-Is 100$ enough?
-Is this level even possible?

Re: Pricing problems

PostPosted: Thu Aug 31, 2006 7:25 am
by dudiobugtron
Armed Dillo wrote:I made a level called "Armadillo, we have a problem"

But now ANOTHER problem popped up. I'm not very skilled at making levels, so i wonder:

-Is 100$ enough?
-Is this level even possible?


Yes, and yes ^^

PostPosted: Thu Aug 31, 2006 9:32 am
by Ryo_Sangnoir
It has rockets and it's pretty simple. Anything is possible :P

Two main problems: Breaking the hole in the rubber and keeping the armadillo there. Without rope, the armadillo doesn't stay, with rope, the hole often doesn't break. Nice level :).

EDIT: I just noticed: large amounts of rubber in a line as well. Therefore, other 94 solutions should be possible.

EDIT 2: I was right. I like the second one better.

PostPosted: Thu Aug 31, 2006 10:03 am
by ?rjan Flatseth
Actually although those solutions are clever, they would not win the light price in a competition, as it takes advantage of the bug where the dillo stops "resting" on as it comes outside the lvl and falls down in the map. 8)

Proof of concept is light though 8) , but the 94-solutions are dark :wink:

PostPosted: Thu Aug 31, 2006 12:37 pm
by dudiobugtron
It's good though, because you know 94 is the cheapest possible solution! So no need to tweak

So, do I get a medal for this? :wink:

PostPosted: Thu Aug 31, 2006 12:55 pm
by Ryo_Sangnoir
Meh, the level is designed so the bug happens naturally :P. I'd say that counts :P.

Also, you can get force to happen naturally (Skyring's Experiments I think), welding to both happen and unhappen and some other weird stuff (I did lots of "experiments" on Incred. Machines 7 - Crash Test. You can obliterate the support by hanging metal bars down so they break it. Fun :P)

I'd say this is more "grey" as I'm not deliberatey forcing it to go out of the area - it just does :P (I didn't place the rockets).

Edit: Meh. 86 Pure Light.

Edit 2: Another lighter-than-grey solution using welding. 90.

PostPosted: Thu Aug 31, 2006 1:09 pm
by snowlord
Ha, a level could be designed so that in order to win it 'light' you'd have to stop it from entering any kind of force state, thus wasting money on something not related to getting the Armadillo to the portal.

PostPosted: Thu Aug 31, 2006 1:16 pm
by Ryo_Sangnoir
@snowlord: That'd be pretty nice. Of course, you'd have to make sure there was a way to do that the light way, without using the force to stop it from entering a force state :P.

PostPosted: Thu Aug 31, 2006 9:14 pm
by dudiobugtron
hahaha, I bow in awe, you are the true master of this level Ryo!

I think 'having to stop the force' would be a cool aspect to a b-level design!

not as cost effective, but I solved it without using force.

PostPosted: Sun Oct 08, 2006 5:08 am
by JG
Hooray for me :D

PostPosted: Sun Oct 08, 2006 2:28 pm
by JG
^^^^
Oh yeah, the solution above is more expensive but doesn't take advantage of any glitches or boundary exploits.

PostPosted: Sun Oct 08, 2006 4:20 pm
by Ryo_Sangnoir
I DID get 86 with pure light only, as I posted above :P.

As well as 90 with welding.

However, both solutions rely on chaos, and the simulation always repeating itself exactly. With any changes to the engine, all levels with rockets in them would likely break :P.

PostPosted: Sun Oct 08, 2006 5:57 pm
by pspluke
2 mins and my first solution

PostPosted: Sun Oct 08, 2006 6:59 pm
by Nishimaster
i've got a solution but someone else has probsbly used it, I couldn't be bothered to check : :oops:

$90 and completely light.