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LovaP48
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File: Strategists Misunderstood Subselection v5.hold (6.6 MB)
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icon Strategist's Misunderstood Subselection (+2)  
Hello to everyone.

I'm making a short hold of challenges from Treacle Stew, based on what I've seen Chaco do in his architect commentary.
Before I post any rooms, I do have a few scripting questions - these may have been discussed elsewhere but I'm not skilled enough in looking up non-obvious things here on the Forum.
Any answers and/or pointers to relevant discussion are appreciated!

Question 1:
I want a soldier-appearing character that is disarmed (is there a "disarm yourself" command that I missed or something?).
Moreover, I want him to be turning towards Beethro like a stationary guard would. I did come up with this:

Label Facing
Wait 0
Face towards like guard Player 1 [Single turn on]
Go to Facing


But then he has a delay in his turning, can I get rid of that?

Question 2:
One of the rooms will have some mimic-appearing scripting and so I thought having a "mimic horn" would be a neat addition.
I did do some pixel manipulation and I do have the tile, with some of the pixels transparent as I was making it in GIMP - But when I play the room, it has all black background.
Is it possible to have the transparency be transparent or do I need to colour it in all?
Currently, this is my appearing script:

Imperative 13 [Ghost Display]
Disappear
Wait for player to touch me
...


Secondly, since it's a "horn", I'd like it to make the horn sounding when it gets stepped on, is there such a feature?
Thirdly, when I right click on it, it doesn't give a description, just that there is a floor tile. (I assume this has something to do with the Disappear command, but even if I remove it, the description is missing).

Thank you for all the help!
EDIT (4th of February 2024): Hold file added. [Latest version from 9th of February 2025.]

- Pavol

[Last edited by LovaP48 at 02-09-2025 12:50 AM]
02-02-2024 at 07:25 AM
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Kalin
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icon Re: Strategist's Misunderstood Subselection (+1)  
1. I think you just need to move the "Wait" below the "Face".

2. DROD ignores the alpha channel in images. You need to set those pixels to color #C0C0C0 (192,192,192).

I've never done sounds before, but I think you need to record a sound, then use it in a Speech command.

Your item should have a name while it is visible. Did you create a custom character with your image, and assign your script to that character?


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02-02-2024 at 12:21 PM
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LovaP48
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icon Re: Strategist's Misunderstood Subselection (0)  
Thank you for your answers Kalin.

1. That unfortunately doesn't help. I suppose the more accurate description of the problem is that he refuses to turn in two consecutive turns, so when I'm close by, I can run circles around him.
Not that it matters since he's meant to be disarmed (which I'd still like some advice on, please), but I'd prefer that not to happen.

2. Noted, I'll colour the whole 22x22 properly.

3. Seems like I will record some then.

4. When I give the horn a type "None", I can't see its name/description at all.
When I give it a different type and give it a command to appear, now I see a Mimic Horn (#2), but I always bump it, because now there's something on the tile.
I need something to be walking onto and activating. For reference, this is the "default script" of my custom character with one 22x22 .png loaded in to be the tile.

Set var "horn_counter" = 0
Appear
Imperative 13 [Ghost Display]
Wait for player to touch me
Set var "horn_counter" + 1
Imperative 12 [No Ghost Display]

Cheers!
02-02-2024 at 01:29 PM
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Chaco
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icon Re: Strategist's Misunderstood Subselection (0)  
since it's a "horn", I'd like it to make the horn sounding when it gets stepped on, is there such a feature?

Normally I'd recommend using the command "Game Effect" in order to generate one of the game's built-in sound effects, but it looks like that's more for visual effects than for sound effects.

What you could do is use MetaKitExtract ( https://forum.caravelgames.com/viewtopic.php?TopicID=16601&page=0#193409 ) to extract all the game files, and then copy the horn_a.ogg, horn_c.ogg and horn_fail.ogg files. Then you can add them as a sound for your Speech command the same way you would other voice acting - leaving the actual speech text blank if you don't want a speech text rectangle to appear.

When I give it a different type and give it a command to appear, now I see a Mimic Horn (#2), but I always bump it, because now there's something on the tile.

You'll need to give it a different type, but _not_ give it the command to appear; Ghost Display works while the character is not visible.

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02-02-2024 at 01:48 PM
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LovaP48
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icon Re: Strategist's Misunderstood Subselection (0)  
Chaco wrote:
When I give it a different type and give it a command to appear, now I see a Mimic Horn (#2), but I always bump it, because now there's something on the tile.

You'll need to give it a different type, but _not_ give it the command to appear; Ghost Display works while the character is not visible.
See, but when my character script is this

Set var "horn_counter" = 0
Imperative 13 [Ghost Display]
Wait for player to touch me
Set var "horn_counter" + 1
Imperative 12 [No Ghost Display]

and I right click on the horn while playing, it just says
(22,7)
Floor

and nothing else.

Also, with regards to the disarmed soldier, Chaco, how did you do your 20th Strategist for the Stew?
That's what I'm trying to put in, to go along with the hold title ;)
02-02-2024 at 03:32 PM
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Chaco
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icon Re: Strategist's Misunderstood Subselection (+1)  
For right-clicking a tile with a Ghost Display character doesn't show the name of the character, there is an existing feature request https://forum.caravelgames.com/viewtopic.php?TopicID=44328 for this, that should be in 5.2 once that is released.

To disarm an NPC that would normally have a sword, have it set var _MyWeapon = -2 .

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02-02-2024 at 04:09 PM
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icon Re: Strategist's Misunderstood Subselection (+4)  
LovaP48 wrote: 1. That unfortunately doesn't help. I suppose the more accurate description of the problem is that he refuses to turn in two consecutive turns, so when I'm close by, I can run circles around him.
Not that it matters since he's meant to be disarmed (which I'd still like some advice on, please), but I'd prefer that not to happen.

This is because Wait 0 will always halt processing for the current turn and resume next turn, and your script is doing this regardless of whether facing happened or not.

Correct version:

Label Facing
  Set var "_MyScriptX" = _X
  Set var "_MyScriptY" = _Y
  If ... 
        Face towards like guard 0,0,0
     Set var "_MyScriptX" = -9999
     Set var "_MyScriptY" = -9999
     Wait 0
     Go to Facing
  Else 
     Face towards like guard 0,0,1
  If End 
  Set var "_MyScriptX" = -9999
  Set var "_MyScriptY" = -9999
  Go to Facing


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02-02-2024 at 05:40 PM
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LovaP48
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icon Re: Strategist's Misunderstood Subselection (0)  
Chaco wrote:
To disarm an NPC that would normally have a sword, have it set var _MyWeapon = -2 .
Thanks, I only tried -1. Any reason for it to be specifically -2? :huh

Nuntar wrote:
Correct version:

Label Facing
  ...
Many thanks for that!

Also, I've just uploaded the version 1 of the short hold to the root post.
Check it out, I'll be happy to hear your comments and feedback for these challenge-puzzles!

I'll be adding in some speech to explain what is going on as well as some hints, but that's for a later version.
02-04-2024 at 04:26 PM
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Nuntar
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icon Re: Strategist's Misunderstood Subselection (0)  
LovaP48 wrote: Thanks, I only tried -1. Any reason for it to be specifically -2? :huh

0 through 5 are the specific weapons, -2 is Off and -1 is On.

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02-04-2024 at 07:55 PM
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LovaP48
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Nuntar wrote:
LovaP48 wrote: Thanks, I only tried -1. Any reason for it to be specifically -2? :huh

0 through 5 are the specific weapons, -2 is Off and -1 is On.
Yeah, that does make sense. Thanks Nuntar!

Meanwhile, I made some updates and polishing to the level:

- 1S3E:
Click here to view the secret text

- 1S1E:
Click here to view the secret text

- Entrance, 1E, 1N1E, 1N2E:
Click here to view the secret text

I do intend to add voicework to this short level, is anyone willing to voice for me the Archivist's notes for the level's Entrance?
It'd be much appreciated!

The new version is attached in the root post, as usual.
It still needs further work, but I'll appreciate any given feedback in the meantime. Thanks!
02-10-2024 at 08:31 PM
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Chaco
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icon Re: Strategist's Misunderstood Subselection (0)  
Here's a few takes for the Builder's lines - they're in the same .wav format as was used as a basis for Treacle Stew sound asset editing, but let me know if you want them in a different format.

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02-12-2024 at 01:12 AM
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Chaco
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icon Re: Strategist's Misunderstood Subselection (0)  
As well as me going "HEY!" and sighing, which occurs during the hint skit for that room.

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02-12-2024 at 01:17 AM
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LovaP48
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icon Re: Strategist's Misunderstood Subselection (+1)  
Alright, after taking an unexpected break from the forum and the game, I'm back and I want to do this properly this time.

I have attached a brand new version to the root message of this thread, here are the updates:

- Everywhere:
Click here to view the secret text

I added my own voice lines into the Once East room - please let me know if I am hearable well enough or if I should increase the volume some more.
Thanks @Chaco for providing the Builder lines, I have downloaded those and will implement them in a future (possibly the next) version.
I'd once again like to ask if there's anyone who would like to contribute the level entrance speech of Archivist notes.
I'm also looking for a Beethro speaker, hopefully Logan, but if anyone else fancies, go for it - there aren't that many lines for him and this isn't an official release either.
For both of those, do get in touch with me via a PM, we'll arrange what lines need making.

The level is now ready to be playtested (again with the exception of Once South, that one is potentially getting tweaks) - please try the rooms and let me know how they are.

Lastly, I have a few questions regarding Thrice East:
Click here to view the secret text

Thanks to everyone for their help as well as the patience for me disappearing.
01-21-2025 at 04:27 PM
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Dragon Fogel
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File: SMS Secret Mischievous Sanctum 1N2E Victory.demo (27.9 KB)
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icon Re: Strategist's Misunderstood Subselection (+2)  
Since you've been so helpful with my hold in progress, and I'm not currently testing anything else, I decided to take a look at this.

I just did a quick overview and only managed to solve one room. The hold as a whole seems pretty tough at a glance, those hints definitely may see some use once implemented.

In response to your questions:

Click here to view the secret text


[Last edited by Dragon Fogel at 02-01-2025 04:03 AM]
02-01-2025 at 02:52 AM
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LovaP48
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Dragon Fogel wrote:
Since you've been so helpful with my hold in progress, and I'm not currently testing anything else, I decided to take a look at this.

I just did a quick overview and only managed to solve one room. The hold as a whole seems pretty tough at a glance, those hints definitely may see some use once implemented.

In response to your questions:

Click here to view the secret text
Thanks for taking a look, I appreciate it.
I have made the Rooted Brains behave properly script-wise, but I will hold off on submitting newer versions until I get more feedback data.
I appreciate everyone who takes a look and solves some rooms; If you do, please let me know:
a) is it solvable, how is the difficulty, etc., and
b) if the room is too tough for you, does the hint help you?
The room that you did solve, while not looking like the solution I went for, is solved in the same spirit and you didn't significantly break anything.

I also wanna put in more voicework into each new version until it's all in there - I am still looking for a Beethro and an Archivist voice, please let me know if you're up for either.

[Last edited by LovaP48 at 02-02-2025 03:57 PM : late-night goofs between architect and archivist]
02-01-2025 at 11:55 PM
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icon Re: Strategist's Misunderstood Subselection (+2)  
Okay, I've done a few more rooms. The rest are looking pretty intimidating. I did at least make attempts at everything besides 1S.

Rooms I solved:

2E:

Click here to view the secret text


1S2E:

Click here to view the secret text


1S3E:

Click here to view the secret text


1S1E:

Click here to view the secret text


Rooms I didn't solve:

1E:

Click here to view the secret text


1N1E:

Click here to view the secret text


3E:

Click here to view the secret text


1S:

Click here to view the secret text


[Last edited by Dragon Fogel at 02-04-2025 05:28 PM]
02-04-2025 at 05:14 PM
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LovaP48
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icon Re: Strategist's Misunderstood Subselection (+1)  
Today I had some time to record and listen to myself, so I'm posting an updated version.
Changes:
- Deleted the placeholder levels that were present - Initially, I intended to split these "extra challenges" by levels, but I'm positive that this one level will suffice.
- Updated the Rooted Brain character in accordance with the previous response - thank you Fogel!
- Added/updated voicework to 1N1E, 1E, 1S1E, 3E.

Am I hearable well on the recording? On some of these I might have been too quiet.
Positions for the 87th Archivist and Beethro are open, volunteer today!

Also I'd like some feedback for the difficulty and even more crucially, how good the hints are.
The rooms are designed to be tough and I will probably not be changing them much, and I intend to compensate with good-written hints for those that need them.
So, especially if you cannot solve a room on the first glance, take a look at the hints and let me know if they help.

Thanks; the updated version has been attached to the root post, replacing the older.
02-04-2025 at 05:32 PM
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LovaP48
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icon Re: Strategist's Misunderstood Subselection (+1)  
Thank you Fogel for taking a look; I missed your message earlier when I was writing my own.
Dragon Fogel wrote:
2E:

Click here to view the secret text
Oh, I did not even initially consider the gel moving as an issue...
Still, this is a quite open-ended room and I'm glad your "configuration" is vastly different from mine, which means that there are probably plenty of possibilities for players to pick from.
Dragon Fogel wrote:
1S2E:

Click here to view the secret text
Not sure what you mean with the "unlike the original", there hasn't been any significant change done to this room.
The force arrow idea is a neat one, will be included in version 5.
Should I put the Strategist closer to the root to make it a proper "threat" that needs accounting for, or does that sound like more of a hassle than something interesting?
Dragon Fogel wrote:
1S3E:

Click here to view the secret text
I'm glad you enjoyed but uh, looking at your demo, you were doing a LOT more work than I intended.
In fact, there's a really elegant way of blowing up the northern three squares of gel - have you noticed the decoy and those two soldiers? Perhaps I should make that hint a little more overt?
Dragon Fogel wrote:
1S1E:

Click here to view the secret text
Yes, this is not really a puzzle, just me taking the multipush gelstabbing to a ridiculous degree. :D

The other rooms that you did not solve, could you send in your "best attempt" demos so I know better which part of the rooms are clear and which ones are not?
Dragon Fogel wrote:
1E:

Click here to view the secret text
Perhaps another hint could be in the spirit of
Click here to view the secret text

Does that help you?
Dragon Fogel wrote:
1N1E:

Click here to view the secret text
I think I should say this for the first hint and not the point about not needing movement order hacks...
Click here to view the secret text

Again I ask; Does that help you? (at least with the non-challenge)
Dragon Fogel wrote:
3E:

Click here to view the secret text
It sounds to me like you nearly have it.
The hints that the Strategists says try to tell you that:
Click here to view the secret text

Dragon Fogel wrote:
1S:

Click here to view the secret text
This room is not finished quite yet, I haven't yet fully "chewed on it", but I really like your script idea to cycle weapons, that will definitely be included in the finished room.
In terms of your other two remarks, I'll think about them, but I am a little reserved about implementing them for now, because they go against my initial/main trick that I discovered when playing this in Treacle Stew.
With the instant weapon swapping in fact, my solution from there becomes, dare I say, nice.
02-04-2025 at 11:02 PM
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Dragon Fogel
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icon Re: Strategist's Misunderstood Subselection (+1)  
3E: Hmm, I apparently did not notice the open passage to the east in the Treacle Stew room, or maybe I just didn't find it useful when I ran through so I forgot about it. I remember finding it annoying to wrangle the babies in while the briar was growing, but that gave me no real trouble here.

No opinion on whether saving the strategist should be an actual concern. I think it doesn't really matter, either way the solution is "kill the briar root once you don't need it any more". Moving him closer just means you have to clear more briar sooner, which is another thing to juggle but probably not more interesting.

I'll send partial demos next time I attempt the rooms if I don't make progress. And I guess I'll wait for a more complete version of 1S before trying that one out.
02-05-2025 at 12:01 AM
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LovaP48
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Dragon Fogel wrote:
No opinion on whether saving the strategist should be an actual concern. I think it doesn't really matter, either way the solution is "kill the briar root once you don't need it any more". Moving him closer just means you have to clear more briar sooner, which is another thing to juggle but probably not more interesting.
Yeah, it's probably not worth it.
In the spot where he is now, he shouldn't cause any additional worries if you're going quick enough, so he stays where he is.
The arrows in the chamber should help deal with the other annoyance.
Dragon Fogel wrote:
I'll send partial demos next time I attempt the rooms if I don't make progress.
Thanks, that'll be helpful!
And good luck on tackling the remaining ones.
Dragon Fogel wrote:
And I guess I'll wait for a more complete version of 1S before trying that one out.
Yes, for now wait with 1S.
I'll see if I can include a doable revision of the room in v5 of the hold.

[Last edited by LovaP48 at 02-05-2025 12:19 AM]
02-05-2025 at 12:18 AM
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Dragon Fogel
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icon Re: Strategist's Misunderstood Subselection (+1)  
The hint got me through 1E, mostly because I had the right idea already but was using sword directions that didn't work out. It's actually a very strong hint, hard for me to evaluate it because it didn't so much get me unstuck in my thinking as much as it filled most of the gap between what I was trying and what I needed to actually do. Basically it's hard for me to tell if "figure out the sword positions" is a minor part of the puzzle or a major one, because I didn't do it.

I haven't gotten anywhere with the other two rooms. I've pulled up checkpoints from past attempts to get partial demos, but my most recent attempts were basically just "stare at the rooms and see no way of getting past the seeming impossibilities".

In particular, your hint on 1N1E gave me no ideas whatsoever. I will explain my current thought process.

Click here to view the secret text


Meanwhile, your hint for 3E is translating to me as "solve the room by doing something completely impossible", so I'm not getting much out of it.
02-07-2025 at 04:31 PM
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LovaP48
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icon Re: Strategist's Misunderstood Subselection (+1)  
First of all, thanks a lot for the further feedback, Fogel!
Dragon Fogel wrote:
The hint got me through 1E, mostly because I had the right idea already but was using sword directions that didn't work out. It's actually a very strong hint, hard for me to evaluate it because it didn't so much get me unstuck in my thinking as much as it filled most of the gap between what I was trying and what I needed to actually do. Basically it's hard for me to tell if "figure out the sword positions" is a minor part of the puzzle or a major one, because I didn't do it.
It is meant to be the main part of the puzzle, because you aren't really doing anything else (as your demo shows - by the way, yours is pretty much a copy of the "intended fastest solution").
However, I did not realise that "figuring out sword directions" would be so much of a stumbling block.
Perhaps with the first Strategist's hint, I should emphasize
Click here to view the secret text

With that said, I probably won't be including the hint I gave here about the specific directions, as that is what I consider the essence of it.
Dragon Fogel wrote:
In particular, your hint on 1N1E gave me no ideas whatsoever. I will explain my current thought process.

Click here to view the secret text


Meanwhile, your hint for 3E is translating to me as "solve the room by doing something completely impossible", so I'm not getting much out of it.
I think this mainly means - especially in 1N1E - that my hinting is bad, so I've rewritten those and included that in the newest version.

Changes:
- 1S3E was mildly redecorated to better hint to a setup.
- 1S is now playable, but without any introduction or hints yet (I wanted to get the version out today before I sleep); it is equipped with using [Tab] to skip growth and Special Command to cycle through weapons - at the bottom there's also a very visual representation of the weapon cycling.
- 1N1E and 3E have rewritten (but now unspoken) hints - let me know if they are now better/more helpful for you.

The updated version has been attached to the root post, replacing the older.
02-09-2025 at 12:55 AM
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icon Re: Strategist's Misunderstood Subselection (0)  
For clarity, what I was trying on 1E before getting the hint was:

Click here to view the secret text

02-09-2025 at 01:20 AM
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Dragon Fogel
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icon Re: Strategist's Misunderstood Subselection (+1)  
1N1E: The hints are currently not adequate.

Click here to view the secret text


3E:

Click here to view the secret text

02-11-2025 at 02:25 AM
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orimer
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Congratulations on your progress with your hold, Mr. Lova!

____________________________
With care
02-14-2025 at 04:52 AM
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icon Re: Strategist's Misunderstood Subselection (+1)  
Solved 3E.

What I was missing:

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Thoughts on hints:

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I'm still stuck on 1N1E, and if anything the current hints leave me feeling more confused. I'm probably going to need stronger hints to get anywhere with that.
02-20-2025 at 09:36 PM
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Dragon Fogel
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File: SMS Secret Mischievous Sanctum 1N1E - getting stuck.demo (28 KB)
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icon Re: Strategist's Misunderstood Subselection (0)  
Here is my latest attempt at the challenge in 1N1E. I'm not having any luck after getting a baby stuck on the southeast wall.
02-23-2025 at 05:56 AM
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LovaP48
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icon Re: Strategist's Misunderstood Subselection (0)  
Dragon Fogel wrote:
Here is my latest attempt at the challenge in 1N1E. I'm not having any luck after getting a baby stuck on the southeast wall.
Hm, note that you cannot drop the trapdoor at (19,20) ahead of time, that makes the later stage impossible, which is why I prefer to drop the two southernmost trapdoors before moving any gel babies.
Other than that, your position at the south trapdoors looks promising and is an intermediate state in my solution (see the left side of attached picture).
What you want to do now is to get them into that "First-Third-Second" congo line and lead them to the wall, ending up in a position like on the right side of the picture.
From there, you should be able to get them into a vertical congo line to leave one behind at the plate.
Hope that helps!

[Last edited by LovaP48 at 02-23-2025 02:01 PM : Forgot to attach the pictures...]
02-23-2025 at 01:37 PM
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Dragon Fogel
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File: SMS Secret Mischievous Sanctum 1N1E Victory.demo (28.4 KB)
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icon Re: Strategist's Misunderstood Subselection (+1)  
Got it. I'm not even sure how I feel about the room at this point. It will be doable with a hint thread, though, so if you're okay with it being at that level of difficulty then feel free to go ahead.

For 1S, some minor tweaks you may want to make to the scripting:

-Prevent weapon swapping while controlling the clone - this doesn't break anything per se, but it changes the indicators and can potentially result in them being desynced with the actual weapon.
-Prevent weapon swapping when on trapdoors, since you wouldn't be able to freely go and get a weapon in the original room and it would definitely allow some breaks.

Technically, being surrounded by tarstuff while armed with a caber would normally be inescapable (and some other situations too) but I don't think that's worth trying to block considering how hard it would be to check. I doubt there's anything you could do with that which would allow skipping any of the room's linchpins, it just might allow doing something silly to save time.

I'll post a demo if I'm still stuck after the next time I try it.
02-24-2025 at 07:14 PM
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LovaP48
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icon Re: Strategist's Misunderstood Subselection (0)  
Dragon Fogel wrote:
Got it. I'm not even sure how I feel about the room at this point. It will be doable with a hint thread, though, so if you're okay with it being at that level of difficulty then feel free to go ahead.
Well done!
My goal with the level is for it to be generally difficult, especially this challenge, so I am more or less fine with this.
However, I still would like to give some general idea to the player with the Hint Guy and then the precise implementation would be for H&S threads.
Any suggestions beyond the ones you've said already?
Dragon Fogel wrote:
For 1S, some minor tweaks you may want to make to the scripting:

-Prevent weapon swapping while controlling the clone - this doesn't break anything per se, but it changes the indicators and can potentially result in them being desynced with the actual weapon.
-Prevent weapon swapping when on trapdoors, since you wouldn't be able to freely go and get a weapon in the original room and it would definitely allow some breaks.

Technically, being surrounded by tarstuff while armed with a caber would normally be inescapable (and some other situations too) but I don't think that's worth trying to block considering how hard it would be to check. I doubt there's anything you could do with that which would allow skipping any of the room's linchpins, it just might allow doing something silly to save time.

I'll post a demo if I'm still stuck after the next time I try it.
I thought about the trapdoors, but I didn't think about the clone and both are good points!
Both of those (I think!) should be resolvable: upon Special command being pressed, the script checks if there is "floor" underneath the player and only if it is does the weapon swap.
Yes indeed, it works, I've now implemented it like that. Yeah, there's that one bridge tile, but whatever... On a second thought, I'll probably remove it and make it a floor tile to avoid confusion.
02-24-2025 at 08:49 PM
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