A little confused about the hotkey-bug. I tried and failed to replicate it, on cats and other levels, with components already selected and not. It did nothing. I'm not even sure how it could do something - the relevant components aren't even loaded for those levels. Can anyone else replicate this?
(The speed bug is also odd... I'll look into that.)
When I press 4 or 5 picture of corresponding gadget blinks for a moment on toolbar.
Ahhhhhh. Got it. It wasn't resetting a certain array correctly after
leaving levels with those tools enabled... anyway. Fixed now.
About speed - it's not bug, it's a wish
Satellites level takes a few minutes to test at 8x on my computer.
I want 'run without visualisation, but repeat failed level at 1x speed' option
It's a nice idea, but here's the problem. Let's say there's a loop in the machine - intentional or unintentional. Two conveyor belts, pointing at each-other. Normally, a player will notice this, sigh (or curse), and stop the run. How is a
computer supposed to detect that kind of thing? (If it keeps running until you either accept or reject, it'll lock up!)
I'm not saying it's an insurmountable problem - there are at least two ways I can think of to handle it - but it's tricky.
For some reason when game is in main menu with turned off music,
my safari with only the game loaded consumes like 60% CPU (which is one core + a little more).
I'm on mac mini with 1.6Ghz core duo CPU btw.
Two reasons for that. One: I have done zero optimization. Two: Flash for the Mac is
terrible.Does seem suboptimal, though. I've uploaded a new version that should be a fair bit less CPU-hungry where it doesn't need to be; let me know if that helps. (Should be about the same when you're actually working with machines, unfortunately, but easier on the CPU in menus and sim'lar things.)
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That was me not writing the description clearly enough. Fixed now; you should be able to see the problem.
Also the text for generals doesnt fit into the box.
Oops! Fixed.
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No, I don't feel the need for a slow down button. It would be nice if pause didn't obscure part of the screen, but it's much better than nothing.
I fought a desperate battle with the pause-function just now -
striving to assert my dominance! Long story short - the pause no longer obscures the screen. (While testing machines, anyway.) Hopefully that's an improvement!
Bug: on mouseover, the level name is displayed for something like a fraction of a second and is then replaced by the level description. Just enough time to see there's something there, but not enough time to actually read it properly.
Hmmmmmmm.
What OS are you running?
Suggestion: make the link to a saved level not part of the query-string for the SWF file itself. The browser needs to download the whole file every single time, because it can't tell that the level data isn't causing a different version of the file to be served.
If you've already got the game open, you can go to the relevant level and paste the string in to the save/load box to load the level without re-loading the game. (It'll trim out the
http://etc automatically!) And if you don't have the game open already - hey! It's convenient!
What I
could do is set it to load the relevant
level when you enter it into the save/load box, as well as the
machine. Would that be helpful?
Suggestion: clicking someone else's solution for a level will overwrite your own, so a log of every solution you've used for every level would be nice. BUT obviously that would be a lot of work and potentially run into storage limits.
I guess I'd save everything that succeeded? And you could access it through the save/load screen. Perhaps just the last 5 or 10...
It's on the list!
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The new version has some of the level text scroll through too fast.
...level text? Scrolling? I have scrolling level text?
(Is this what Draknek was talking about - with the mouseovers on level-icons?)
Also, for the output levels, maybe you're recoding bad robots? They don't seem to have an explanation yet.
Oh! Yes, something like that. Explanations for the output levels (similar to the one for the binary levels) are On My List, but I've been working on other things first. Fighting fires.
I still don't get how to do this output levels without reading in what you just wrote out.
You need to give your machine a clue, so it knows when it's read everything.
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Incomparable!