Level Creation Megathread

Safer than Professor Rex's office hours
A Random Player
Posts: 523
Joined: Mon Jun 03, 2013 4:54 pm

Re: The speed of light is 1 tile per .7 seconds.

Postby A Random Player » Thu Aug 08, 2013 10:27 am

19683 wrote:
A Random Player wrote:

Code: Select all

[Do not attempt to beat this level., [o,o,o,o,f-15-12,t-4-2.1,t-4-1.4000000000000001,t-4-0.7000000000000001,t-4-0,o,o,o,o,o,o;o,o,o,o,f-15-12,o,o,o,o,o,o,o,o,o,o;o,o,o,o,f-15-12,o,o,o,o,o,o,o,o,o,o;o,o,o,o,f-15-12,o,o,o,o,o,o,o,o,o,o;o,x,o,o,o,o,o,o,o,o,o,o,o,o,b3-2.8-2;o,o,o,o,o,o,o,o,o,o,o,o,o,o,o;o,x,x,x,x,x,o,o,o,o,o,o,o,o,b3-2.96-1;o,x,o,o,o,x,o,o,o,x,o,o,o,x,o;o,o,o,x,o,o,o,x,o,o,o,x,o,o,o;;]]

The trapdoors' "motion wave" moves at exactly the speed of light. This can be shown by switching to seen view, and seeing that the trapdoors appear to close simultaneously.
1 tile/.7 seconds=1.428571 t/s.
The speed of light is (according to Rex) 3 mph. This means that each tile is .9388 meters. (Note: I used grams instead of tiles in the units so W|A would process it.)

I then got bored and proceeded to demonstrate an extreme case of superluminal motion. First, go behind the wall block in the way of the first cannon's bullets. They appear to travel a lot faster than c.
The cannons' bullets at the bottom go close to the speed of light, so the light they emit is closer together, and when the higher density of light reaches you, the bullet appears to take less time to travel the distance since you receive the "video frames" faster... Or something, it's hard to explain with text.
Then carefully go behind the second cannon's blocks, watch as the bullet becomes HUGE.

And finally, DO NOT TRY TO BEAT THE LEVEL. Prof Rex will kill your computer. :|

(Edited to add something else)

I beat it! :D

In seen mode!

Rawr :(

Code: Select all

[Do not attempt to beat this level 2., [o,x,w,w,w,w,w,w,w,w,w,w,w,w,b3-2.94-.3;o,w,o,o,o,w,o,o,o,w,o,o,o,t-10-10,o;o,w,o,w,o,w,o,w,o,w,o,w,w,w,t-20-0;o,w,o,w,o,w,o,w,o,w,o,w,o,t-20-10,o;o,w,o,w,o,w,o,w,o,w,o,w,t-20-0,w,w;o,w,o,w,o,w,o,w,o,w,o,w,o,t-20-10,o;o,w,o,w,o,w,o,w,o,w,o,w,w,w,t-20-0;o,w,o,w,o,w,o,w,o,w,o,w,o,o,o;o,o,o,w,o,o,o,w,o,o,o,w,o,o,o;;]]
$1 = 100¢ = (10¢)^2 = ($0.10)^2 = $0.01 = 1¢ [1]
Always check your units or you will have no money!

19683
Posts: 151
Joined: Wed Jun 05, 2013 12:15 pm

Re: The speed of light is 1 tile per .7 seconds.

Postby 19683 » Thu Aug 08, 2013 3:09 pm

A Random Player wrote:
19683 wrote:
A Random Player wrote:

Code: Select all

[Do not attempt to beat this level., [o,o,o,o,f-15-12,t-4-2.1,t-4-1.4000000000000001,t-4-0.7000000000000001,t-4-0,o,o,o,o,o,o;o,o,o,o,f-15-12,o,o,o,o,o,o,o,o,o,o;o,o,o,o,f-15-12,o,o,o,o,o,o,o,o,o,o;o,o,o,o,f-15-12,o,o,o,o,o,o,o,o,o,o;o,x,o,o,o,o,o,o,o,o,o,o,o,o,b3-2.8-2;o,o,o,o,o,o,o,o,o,o,o,o,o,o,o;o,x,x,x,x,x,o,o,o,o,o,o,o,o,b3-2.96-1;o,x,o,o,o,x,o,o,o,x,o,o,o,x,o;o,o,o,x,o,o,o,x,o,o,o,x,o,o,o;;]]

The trapdoors' "motion wave" moves at exactly the speed of light. This can be shown by switching to seen view, and seeing that the trapdoors appear to close simultaneously.
1 tile/.7 seconds=1.428571 t/s.
The speed of light is (according to Rex) 3 mph. This means that each tile is .9388 meters. (Note: I used grams instead of tiles in the units so W|A would process it.)

I then got bored and proceeded to demonstrate an extreme case of superluminal motion. First, go behind the wall block in the way of the first cannon's bullets. They appear to travel a lot faster than c.
The cannons' bullets at the bottom go close to the speed of light, so the light they emit is closer together, and when the higher density of light reaches you, the bullet appears to take less time to travel the distance since you receive the "video frames" faster... Or something, it's hard to explain with text.
Then carefully go behind the second cannon's blocks, watch as the bullet becomes HUGE.

And finally, DO NOT TRY TO BEAT THE LEVEL. Prof Rex will kill your computer. :|

(Edited to add something else)

I beat it! :D

In seen mode!

Rawr :(

Code: Select all

[Do not attempt to beat this level 2., [o,x,w,w,w,w,w,w,w,w,w,w,w,w,b3-2.94-.3;o,w,o,o,o,w,o,o,o,w,o,o,o,t-10-10,o;o,w,o,w,o,w,o,w,o,w,o,w,w,w,t-20-0;o,w,o,w,o,w,o,w,o,w,o,w,o,t-20-10,o;o,w,o,w,o,w,o,w,o,w,o,w,t-20-0,w,w;o,w,o,w,o,w,o,w,o,w,o,w,o,t-20-10,o;o,w,o,w,o,w,o,w,o,w,o,w,w,w,t-20-0;o,w,o,w,o,w,o,w,o,w,o,w,o,o,o;o,o,o,w,o,o,o,w,o,o,o,w,o,o,o;;]]

Your levels are too glitchy! :x

1000 awesome points for anyone who can beat this level! ;)
Binomial Theorem: ((a+b)^n)= sum k=0->k=n((n!(a^(n-k))(b^k))/(k!(n-k)!))

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testtubegames
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Re: Level Creation Megathread

Postby testtubegames » Sun Aug 11, 2013 10:19 pm

Whew! Beaten! Seen view, too. And luckily it didn't kill my computer, though it got close.

Yeah, the bullets can do some strange things (some glitchy, some not). I like the superluminal motion you set up.

Anything over 2.7 mph for the bullets, I've found, tends to get glitchy. (Not to mention when you put so many bullets on the screen!) It never mattered in the game, though, since 2.7 was basically the upper limit.

19683
Posts: 151
Joined: Wed Jun 05, 2013 12:15 pm

Re: Level Creation Megathread

Postby 19683 » Tue Aug 13, 2013 5:32 pm

testtubegames wrote:Whew! Beaten! Seen view, too. And luckily it didn't kill my computer, though it got close.

Yeah, the bullets can do some strange things (some glitchy, some not). I like the superluminal motion you set up.

Anything over 2.7 mph for the bullets, I've found, tends to get glitchy. (Not to mention when you put so many bullets on the screen!) It never mattered in the game, though, since 2.7 was basically the upper limit.

1000 Awesome Points awarded to: :!: Test Tube Games :!: :D

:Sh , :H and :mrgreen: say: "Yay!!!" :D
Binomial Theorem: ((a+b)^n)= sum k=0->k=n((n!(a^(n-k))(b^k))/(k!(n-k)!))

exfret
Posts: 584
Joined: Sun Jul 28, 2013 8:40 pm

Square Cannons

Postby exfret » Sun Sep 08, 2013 3:54 pm

Here's a really hard level I made that I got passed:

Code: Select all

[Square Cannon Insane, [o,o,o,b2-2.2-10,x,b2-2.2-10,x,b2-2.2-10,x,b2-2.2-10,x,b2-2.2-10,x,b2-2.2-10,w;o,o,o,o,b2-2.8-5,o,b2-2.8-5,o,b2-2.8-5,o,b2-2.8-5,o,b2-2.8-5,o,x;f-15-95,b1-2.8-5,o,o,o,o,o,o,o,o,o,o,o,o,b3-2.2-10;b1-1.8-10,o,o,o,o,o,o,o,o,o,o,o,o,b3-2.8-5,x;x,b1-2.8-5,o,o,o,o,o,o,o,o,o,o,o,o,b3-2.7-10;b1-2.8-10,o,o,o,o,o,o,o,o,o,o,o,o,b3-2.8-5,x;x,b1-2.8-5,o,o,o,o,o,o,o,o,o,o,o,o,b3-2.8-5;x,x,o,b4-1-5,o,b4-2.7-2,o,b4-2.7-2,o,b4-2.7-2,o,b4-2.7-2,x,s,x;w,x,b4-2.2-10,x,b4-2.8-10,x,b4-2.2-10,x,b4-2.8-10,x,b4-2.2-10,x,x,o,o;;]]


For the rest of the "Square Cannon" levels, go here: http://testtubegames.com/forums/viewtopic.php?f=3&t=91&p=741#p741
Nobody ever notices my signature. ):

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robly18
Posts: 413
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Re: Level Creation Megathread

Postby robly18 » Sun Sep 08, 2013 5:20 pm

testtubegames wrote:Whew! Beaten! Seen view, too. And luckily it didn't kill my computer, though it got close.

Yeah, the bullets can do some strange things (some glitchy, some not). I like the superluminal motion you set up.

Anything over 2.7 mph for the bullets, I've found, tends to get glitchy. (Not to mention when you put so many bullets on the screen!) It never mattered in the game, though, since 2.7 was basically the upper limit.

I'd like to see what would happen if you have a superluminal bullet. Can you remove the constraint on level codes like you did in the gravity simulator?

You know what, fix it. Andy, a slight request. On any level editors on games to come, make the constraints not apply to level codes.

You saw how that turned out on the gravity simulator.
Convincing people that 0.9999... = 1 since 2012

A Random Player
Posts: 523
Joined: Mon Jun 03, 2013 4:54 pm

Re: Level Creation Megathread

Postby A Random Player » Sun Sep 08, 2013 5:42 pm

robly18 wrote:
testtubegames wrote:Whew! Beaten! Seen view, too. And luckily it didn't kill my computer, though it got close.

Yeah, the bullets can do some strange things (some glitchy, some not). I like the superluminal motion you set up.

Anything over 2.7 mph for the bullets, I've found, tends to get glitchy. (Not to mention when you put so many bullets on the screen!) It never mattered in the game, though, since 2.7 was basically the upper limit.

I'd like to see what would happen if you have a superluminal bullet. Can you remove the constraint on level codes like you did in the gravity simulator?

You know what, fix it. Andy, a slight request. On any level editors on games to come, make the constraints not apply to level codes.

You saw how that turned out on the gravity simulator.

As the guy who made a Minkowski diagram drawer: It wouldn't work. For one, the Lorentz transformation is already giving imaginary values. Then add in the fact that for some velocities the bullets go backward (in space and in time)... Though with some modification it'll work.

Though you don't need bullets for superluminal motion: Trapdoors work quite well. For example, an object going towards you faster than light first can't be seen, then appears to split in two from your location, one going forwards, one going backwards. (seen mode of course)
$1 = 100¢ = (10¢)^2 = ($0.10)^2 = $0.01 = 1¢ [1]
Always check your units or you will have no money!

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robly18
Posts: 413
Joined: Tue Jun 04, 2013 2:03 pm

Re: Level Creation Megathread

Postby robly18 » Sun Sep 08, 2013 6:14 pm

A Random Player wrote:
robly18 wrote:
testtubegames wrote:Whew! Beaten! Seen view, too. And luckily it didn't kill my computer, though it got close.

Yeah, the bullets can do some strange things (some glitchy, some not). I like the superluminal motion you set up.

Anything over 2.7 mph for the bullets, I've found, tends to get glitchy. (Not to mention when you put so many bullets on the screen!) It never mattered in the game, though, since 2.7 was basically the upper limit.

I'd like to see what would happen if you have a superluminal bullet. Can you remove the constraint on level codes like you did in the gravity simulator?

You know what, fix it. Andy, a slight request. On any level editors on games to come, make the constraints not apply to level codes.

You saw how that turned out on the gravity simulator.

As the guy who made a Minkowski diagram drawer: It wouldn't work. For one, the Lorentz transformation is already giving imaginary values. Then add in the fact that for some velocities the bullets go backward (in space and in time)... Though with some modification it'll work.

Though you don't need bullets for superluminal motion: Trapdoors work quite well. For example, an object going towards you faster than light first can't be seen, then appears to split in two from your location, one going forwards, one going backwards. (seen mode of course)



Yeah, I already knew this. If something is going at twice the speed of light, you don't see it until it gets to the closest point to you. From then on, after the light gets to you, you see it split in two. The part that's going forwards appears to move at half the speed of light, and the one going backwards appears to be going... er, twice the speed of light. Except in the opposite direction.

Just because I know what would happen doesn't mean I don't want to see it.
Convincing people that 0.9999... = 1 since 2012

A Random Player
Posts: 523
Joined: Mon Jun 03, 2013 4:54 pm

Re: Level Creation Megathread

Postby A Random Player » Sun Sep 08, 2013 6:34 pm

robly18 wrote:
A Random Player wrote:
robly18 wrote:I'd like to see what would happen if you have a superluminal bullet. Can you remove the constraint on level codes like you did in the gravity simulator?

You know what, fix it. Andy, a slight request. On any level editors on games to come, make the constraints not apply to level codes.

You saw how that turned out on the gravity simulator.

As the guy who made a Minkowski diagram drawer: It wouldn't work. For one, the Lorentz transformation is already giving imaginary values. Then add in the fact that for some velocities the bullets go backward (in space and in time)... Though with some modification it'll work.

Though you don't need bullets for superluminal motion: Trapdoors work quite well. For example, an object going towards you faster than light first can't be seen, then appears to split in two from your location, one going forwards, one going backwards. (seen mode of course)



Yeah, I already knew this. If something is going at twice the speed of light, you don't see it until it gets to the closest point to you. From then on, after the light gets to you, you see it split in two. The part that's going forwards appears to move at half the speed of light, and the one going backwards appears to be going... er, twice the speed of light. Except in the opposite direction.

Just because I know what would happen doesn't mean I don't want to see it.

Ok. (Just mentioning that it would be very hard to implement).
$1 = 100¢ = (10¢)^2 = ($0.10)^2 = $0.01 = 1¢ [1]
Always check your units or you will have no money!

exfret
Posts: 584
Joined: Sun Jul 28, 2013 8:40 pm

Random Replies

Postby exfret » Sun Sep 08, 2013 7:18 pm

Errr... So, when I post something completely unrelated to the topic that was being discussed nearly a month before, people say nothing about my post and move on to discussing that topic again. Is this why my Velocity Raptor Series of Levels is getting so few posts in it (besides me and Andy)? I'm not really offended, but I just wanted to point it out that no one was acknowledging my post, even though it seems to have spurred all these new posts. It's just strange.

Also, can't you already have a superluminal bullet (in a way):

Code: Select all

[SuperLuminal Bullet, [o,o,o,o,o,o,o,o,o,o,o,o,o,o,o;o,o,o,o,o,o,o,o,o,o,o,o,o,o,o;o,o,o,o,o,o,o,o,o,o,o,o,o,o,o;o,o,o,o,o,o,o,o,o,o,o,o,o,o,o;o,o,o,x,o,o,o,o,o,o,o,o,o,o,b3-3.1-2.2;o,o,o,o,o,o,o,o,o,o,o,o,o,o,o;o,o,o,o,o,o,o,o,o,o,o,o,o,o,o;o,o,o,o,o,o,o,o,o,o,o,o,o,o,o;o,o,o,o,o,o,o,o,o,o,o,o,o,o,o;;]]
Nobody ever notices my signature. ):


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