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Wild M posted:This game is great! Having more area to work with than SpaceChem means you can do some pretty amazing stuff. I caught myself cackling madly when this worked (Also, I know I could remove four of those pushers. Just thought it looked nicer this way ) crime weed fucked around with this message at 07:47 on Jan 23, 2015 |
# ? Jan 23, 2015 07:42 |
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# ? May 5, 2024 08:24 |
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Haha, the sixth area is off to a good start. The puzzle wasn't too bad, but it was certainly different. Edit: This whole area owns. Broken Cog fucked around with this message at 08:13 on Jan 23, 2015 |
# ? Jan 23, 2015 08:07 |
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virtualboyCOLOR posted:Neat! It's not actually 'in minecraft' at all besides being blocky. there's no resource management or anything like that. it's just puzzles.
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# ? Jan 23, 2015 08:55 |
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tinaun posted:It's not actually 'in minecraft' at all besides being blocky. there's no resource management or anything like that. it's just puzzles. I heard some things about a sandbox mode though, what is the plan with that?
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# ? Jan 23, 2015 09:15 |
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So from the gifs it looks like you guys have pistons that start out extended and when a signal comes they retract, is that correct? How do I get them?
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# ? Jan 23, 2015 10:14 |
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Forer posted:So from the gifs it looks like you guys have pistons that start out extended and when a signal comes they retract, is that correct? How do I get them? This would make my life a lot easier, is it a different type of pusher or are you using some type of timer?
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# ? Jan 23, 2015 10:18 |
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Forer posted:So from the gifs it looks like you guys have pistons that start out extended and when a signal comes they retract, is that correct? How do I get them? Phrosphor posted:This would make my life a lot easier, is it a different type of pusher or are you using some type of timer? It's called a blocker, and you get it from the third area, I think.
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# ? Jan 23, 2015 10:30 |
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I did the puzzle where they introduce blockers without actually having one. Because I didn't realize there had been a new block unlocked. My solution involved building a logic gate to invert the input and achieve the result I wanted
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# ? Jan 23, 2015 10:46 |
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Haha, you can put conveyors on top of conveyors.There's got to be some sort of speedrunning strats for that.
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# ? Jan 23, 2015 11:03 |
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Aww, there's only six areas? There were loads of great puzzles, but I was looking forward to getting stuck for ages like in Spacechem.
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# ? Jan 23, 2015 11:33 |
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Oh hey, I just got the blocker, let's try playing around and see if I can do nand gates and or gates and inverter and fancy poo poo like that. Light as a feather, stiff as a board Whoops, I broke it. No, there's nothing holding that up, it's a floating clock. Edit: also for the spaceship repair puzzle I thought you only needed to remove the back blocks that explicitly look damaged, so I had a fancy setup involving excavator on pushers that went when there was a ship infront and do this and that a-oh... well this is easier at least. Double edit: It shouldn't have taken me this long to realize but this actually works a lot like electronics now since this would be a chained and gate, since the pusher is acting like a transistor here, with a gate drain and source. Since we have a transistor, and an inverter (use a blocker instead of a pusher there) that we can make all the rest of the logical operators? Forer fucked around with this message at 12:19 on Jan 23, 2015 |
# ? Jan 23, 2015 11:55 |
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This is far, far too much fun. Took me about 15 hours to finish the storyline (but still 3 more puzzles to finish -- and many more to go back and optimize). Everything felt release-quality to me. I loved the flavor -- the opening cinematic, the cutscenes, etc, and like that the ending leaves plenty of room for more content -- Zach mentioned in an interview that they hope to do further sets of puzzles to expand on the basic campaign. I like how sprawling some of the later puzzles can be. I feel a bit less obsessive about space-optimizing stuff (compared to spacechem), partially because I really get a kick out of building giant unwieldy contraptions. I often have a clever plan for part of a puzzle, invest in it, discover that I backed myself into a corner in some way, and instead of starting over, I build even-more-elaborate cruft on top to get unstuck... and often get a perfectly workable solution. Some of the sixth world puzzles are *dark* especially the two food preparation ones.
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# ? Jan 23, 2015 12:48 |
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Quinton posted:Some of the sixth world puzzles are *dark* especially the two food preparation ones. The second one of those is the funniest puzzle in the game. Really creative. The Relaxant formula puzzle in the same area is the bane of my existence. I've finished it, but it's so hard to optimize.
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# ? Jan 23, 2015 13:02 |
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Forer posted:It shouldn't have taken me this long to realize but this actually works a lot like electronics now since this would be a chained and gate, since the pusher is acting like a transistor here, with a gate drain and source. Since we have a transistor, and an inverter (use a blocker instead of a pusher there) that we can make all the rest of the logical operators? It's fairly straightforward to achieve that actually. The basic component you want is a buffer, to give you clean outputs (i.e. you can combine them with other sensors without wreaking havoc on anything else using the same output). You can make a really simple buffer (three squares of footprint) with a blocker, a sensor, a platform, and some track. When the blocker receives a signal, it relaxes, so the track pushes the platform under the sensor. You can make an inverter (also known as a NOT-gate) by using a pusher instead of a blocker too. Once you have clean outputs, OR-gates are of course trivial - you just wire the conduit together. After that, you can make any logical circuit you want out of OR- and NOT-gates. Of course, you can usually do things more efficiently - you can make pretty complicated logic functions by having a tower of pushers/blockers pushing a tower of platforms around. But it's definitely possible. -- Also, I fired up my game again and didn't have access to rotators. At first I thought it was a gimmick, since the level was actually solvable without them, but then I got to a level that needed rotation in order to complete it. Turns out the game updated, and reset my progress on the level that unlocks rotators, so they weren't unlocked.
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# ? Jan 23, 2015 13:13 |
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Jabor posted:Also, I fired up my game again and didn't have access to rotators. At first I thought it was a gimmick, since the level was actually solvable without them, but then I got to a level that needed rotation in order to complete it. Turns out the game updated, and reset my progress on the level that unlocks rotators, so they weren't unlocked. Yeah: quote:We changed the way that rotators work so that it's much easier to rotate single blocks. To reflect this new behavior, we also changed the first puzzle, which you may need to re-solve in order to pick up where you left off. I'm not sure what they mean by "easier to rotate single blocks", I never even tried to do that until now.
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# ? Jan 23, 2015 14:23 |
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Orthogonalus posted:Yeah: I don't know what changed but it you had a belt of single blocks going onto a rotator the first one would hit the rotator and rotate, then sit until the next block pushed it off and took it's place. Because the rotator didn't get a chance to reset it would stay "rotated" and not rotate any more blocks. Same thing would happen if you used a pusher to push the block off and the next block went on as soon as the pusher retracted.
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# ? Jan 23, 2015 14:32 |
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I barely have any clue what I'm doing, but I'm having fun with it at least. also this is the only way I can efficiently think to stack two/three blocks ontop of eachother without having to worry about timing, someone save me from myself.
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# ? Jan 23, 2015 15:23 |
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Jabor posted:I did the puzzle where they introduce blockers without actually having one. Because I didn't realize there had been a new block unlocked. Same, but my solution eventually evolved from a series of 'teeth' that would slow down the shuttles and eventually fail because the timing got hosed into one that just pushed them off the track onto blocks and forced them to queue before pushing them back onto the track. Hooray for ambiguous holograms!
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# ? Jan 23, 2015 15:37 |
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It's fun to create huge impractical contraptions for a seemingly simple task. What do you guys use to make those gifs?
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# ? Jan 23, 2015 15:49 |
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Overengineering is the best kind of engineering!
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# ? Jan 23, 2015 19:39 |
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Ugh, the last mission is probably the only one in the game I'd classify as "not fun". It's not even that complex, just really huge and takes a ton of time to set up right.
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# ? Jan 23, 2015 19:46 |
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Forer posted:I barely have any clue what I'm doing, but I'm having fun with it at least. A lot of the puzzles are great. But towards the end there seem to be a lot of puzzles that are just "build a complicated thing". Without any interesting Gimick. It gets boring really fast. And more annoyingly, a lot puzzles have sections where I would kill for a copy and paste tool.
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# ? Jan 23, 2015 20:03 |
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tonberrytoby posted:There is an easier way : http://youtu.be/nJDUxt6Nxpk that helps a huge amount, 'cause like spacechem the game wants you to learn concepts, but sometimes those concepts you won't stumble into accidently. Choco Happy Ending posted:It's fun to create huge impractical contraptions for a seemingly simple task. What do you guys use to make those gifs? gooncam
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# ? Jan 23, 2015 20:44 |
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Choco Happy Ending posted:It's fun to create huge impractical contraptions for a seemingly simple task. What do you guys use to make those gifs?
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# ? Jan 23, 2015 23:09 |
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When does this game start requiring complex machinery? e: Woops fixed a simple footprint reduction Control Volume fucked around with this message at 01:13 on Jan 24, 2015 |
# ? Jan 24, 2015 01:03 |
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Control Volume posted:
Whenever you want. Choco Happy Ending fucked around with this message at 11:58 on Jan 24, 2015 |
# ? Jan 24, 2015 02:51 |
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...I think my solution to Relay Satellite may be less than perfectly efficient. The horrible part is that I actually tried. I swear I did.
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# ? Jan 24, 2015 04:01 |
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I keep feeling like I'm cheating somehow, playing this, and I don't know why. Always makes me wonder what the developer-intended solutions to puzzles like these are. Like that sensor's position and the input rate being completely interdependent, for example; if I change one I have to change the other or the whole thing breaks. I guess the vague cheaty feeling is my inner programmer raging at me for high coupling Ciaphas fucked around with this message at 04:25 on Jan 24, 2015 |
# ? Jan 24, 2015 04:22 |
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I also love that the puzzles are fundamentally different once you up the input rate. It's pretty awesome.
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# ? Jan 24, 2015 04:34 |
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Yeah I guess I should get used to the idea of timing being A Thing, especially after the puzzle following the one I posted. vv
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# ? Jan 24, 2015 04:43 |
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I just finished the first set of puzzles and I've done decently well against the only other person on my leaderboard, so now it's time to join the Steam group so I can know true despair.
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# ? Jan 24, 2015 04:46 |
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JavaJesus posted:I just finished the first set of puzzles and I've done decently well against the only other person on my leaderboard, so now it's time to join the Steam group so I can know true despair. Keep in mind that (unlike Spacechem), you can use whatever components you like once you've unlocked them, they're not restricted by the level you're playing. Getting the "best" scores on earlier levels often requires you to come back later with other components, so don't feel too bad if your first solution doesn't score quite as well.
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# ? Jan 24, 2015 04:59 |
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Jabor posted:Keep in mind that (unlike Spacechem), you can use whatever components you like once you've unlocked them, they're not restricted by the level you're playing. Getting the "best" scores on earlier levels often requires you to come back later with other components, so don't feel too bad if your first solution doesn't score quite as well. Yes, please get all of the parts first, or things like this will make you sad:
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# ? Jan 24, 2015 05:04 |
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Wild M posted:Yes, please get all of the parts first, or things like this will make you sad:
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# ? Jan 24, 2015 05:25 |
Trip report: Game's pretty solid. Got up to the levels where you get the destroyer drill things and fiddled around with the "replace spaceship engines" mission a bit before getting tired. Wish I'd payed more attention to the gifs in this thread and noticed you can stick things to pushers/blockers. e: Also to people afraid of minecraft, this game plays nothing like minecraft.
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# ? Jan 24, 2015 05:43 |
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JavaJesus posted:Okay yeah, having just gotten to that puzzle I'm definitely going to avoid lots of heartache by knowing that I need to wait before I can start optimizing. Thanks for the heads up! For this particular puzzle, if you're going for lowest footprint, you don't need anything more than the parts it gives you. Also something to note about attaching other parts to pushers/blockers: they can't be connected to anything but the pusher/blocker initially if you want them to move. This hosed with me for the longest time. Control Volume fucked around with this message at 05:50 on Jan 24, 2015 |
# ? Jan 24, 2015 05:47 |
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Does this have a demo? The demo for SpaceChem sold me in about five seconds but I'm not sure how well I'd do with similar concepts in 3D.
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# ? Jan 24, 2015 06:37 |
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So what program does everyone use to make gifs for this? I've never actually bothered before.
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# ? Jan 24, 2015 11:27 |
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Control Volume posted:For this particular puzzle, if you're going for lowest footprint, you don't need anything more than the parts it gives you. Are you sure you have the optimal solution? I look at my lowest-footprint attempt and I can't think how you'd do it with just the blocks available at that point.
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# ? Jan 24, 2015 12:30 |
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# ? May 5, 2024 08:24 |
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Heh, I've solved all but one puzzle, and I just realized you can tune the input rate manually. It even affects your score. Suddenly it made sense how some people got half my cycles on something I thought was perfectly optimized.
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# ? Jan 24, 2015 13:39 |