Yup. I've got another idea for how to take pictures, I'll probably be doing them myself. I'd like a more consistent set anyways.
Could you redo some of the screenshots for http://darkid.webs.com/talos/index.html? Specifically, I'd like some overhead shots for B6, C4, and C7 since the photos aren't totally clear.
If FPS was capped at 60, (almost) no paint jumps would be possible. The game would be a considerably poorer speedgame. Furthermore, it would encourage the use of 20fps jumps (they go a bit further), which are not only painful to watch, they use the same FPS settings, and you can hardly mandate that framerate ¤can't¤ drop.
Here's a list of all the messages: https://docs.google.com/spreadsheets/d/17cKog1r_GGHahv2puJLwqqG8SlYm4R0jSrsjJvkt6Lw/edit?usp=sharing
There's a few (highlighted in red) that we don't know where they come from. Similarly, if someone would like to do some research as to paint messages in Gehenna that would be welcome.
Is this actually converting the cube to a fan? I.e. can you pick up the fan and now have 2? Similarly, does this actually jam the gate? I.e. can you then move the original jammer?
Testing last night revealed that another message is viewing any QR code -- much faster than hitting an out of bounds trigger.
If you view your first code in A7, you can look for paint and then restart checkpoint, and your paint spawn will be reset as well. This takes ~4 seconds per look, but spawn set 0 gives best B4 and C8 paint, so it might be worth it.
I've coded this up into a nice little webpage, and added some analysis on the code. http://darkid.webs.com/talos/index.html
If you think that listening to the greatest speech ever given about game design is just 'waiting', then I don't know what to say. We just have different ideas of what is interesting. Maybe you already listened to it, so what? I have listened to it at least 12 times at this point and I still get new things from it.
Also, this attitude of 'only do things that are very convenient for the player' seems to devalue the core idea of this style of game design, which is to explore for interesting phenomena, and to highlight those, and to make maximum use of the ingredients at hand.
So I don't think we're getting any 'click here to skip speech' buttons any time soon.
Attempting to save a guided slide by way of a tricky cube placement. I'm not sure that's really consistent enough to be worth the ~5 seconds of a guided slide.
So you can jailbreak a jammer through a fence. I don't think that jammer jailbreaks are that common, cubes are broken out much more. Still, if it's faster than cube breakouts you might be able to itemjump onto a wall where previously you cube jumped. I'm thinking about most of the C levels here.
There's an extra black line in the chapter records, in columns w-ad, between rows 20 and 21. Good work though!
Irrelevant for most categories, but I felt like I'd post this here. This is a list of all the sigil puzzles solutions, minimizing rotations. The cost function I'm currently using assumes each rotation is equal cost, if you'd like me to run the algorithm assuming e.g. 3 rotations per piece is 2x as expensive as 2 rotations, just post here.
Edit: I don't have solutions for Road to Gehenna DLC because I didn't ever find the original piece rotations. Edit2: DLC solutions posted; list updated to include right-click pickups.
Try WINE (WINE Is Not an Emulator) - www.winehq.org If you can't be asked to use Terminal, you can just get PlayOnMac, which is a precompiled version of WINE. www.playonmac.com