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Jun 27, 2016haschischtasche posted a message on Twyce - the puzzle map with actual puzzles || [16.000+ Downloads!]Posted in: MapsTwyce has been updated to 1.7 to fix all the issues caused by the full 1.9and 1.10 releases and is now flawlessly playable in Minecraft 1.10.2.
Jun 24, 2016haschischtasche posted a message on TTM: Puzzle Miner - high-skill tile-matching puzzle game!Posted in: Maps
TTM: Puzzle Miner is a high-skill tile-matching puzzle game made in Minecraft. It is build to feel satisfying and thus encourages risky play for high-scores by including a Score Multiplier, a Combo-system and an unrestrictive Chain-system that allows you to build theoretically infinite Chains if you can keep up your speed and manage to cope with the Trash. It also uses minor features that enhance the experience by increasing your satisfaction, like a dynamic point rollover.
As a puzzle game nerd, I am somewhat displeased with how other tile-matching puzzle game maps for Minecraft handle things, because usually they feel very unresponsive. TTM: Puzzle Miner is build to be as responsive as possible; Every Combo, Clear and Chain gets checked and processed as fast as possible in Minecraft, the board is just small enough so you can reach every single block without moving and instead of using some wonky "click here to interact with that"-system to interact with the board, TTM: Puzzle Miner uses vanilla mining for interaction so it gets properly predicted by the client and feels more responsive.
The map features a short but comprehensive tutorial that explains and teaches you everything you need to know about the mechanics. All mechanics are easy to learn, but hard to master.
- Fully interactive tutorial
- Three different difficulty settings that save and load your high-score per difficulty
- Extremely responsive
- Challenging gameplay
- Infinite Chain-system - be restricted by your skill and not by running out of blocks to chain!
- Infinitely increasing speed level - be forced to play faster and faster as the game goes on and the Trash appears faster and faster!
- Dynamic point rollover - see your score rolling up at higher speeds the more points you just scored with that giant Chain!
If you get crashes, make sure you are on 1.10.2!Minecraft 1.10.1 includes a nasty bug that frequently crashes servers (singleplayer runs on a local server) on tile-entity updates.
(Because responsiveness is something really important in tile-matching puzzle games, this map has to run a rather substantial amount of commands every tick. In my small group of playtesters even people with lousy computers could play this without any issues though. However, while the new command blocks are crazy fast and I avoided to use performance expensive commands, you might run into issues if you play this on an extraordinarily lousy computer.)
Mar 11, 2016haschischtasche posted a message on Twyce - the puzzle map with actual puzzles || [16.000+ Downloads!]Posted in: Maps
Absolutely fantastic map! Just a note that it appears to mostly work in 1.9, with the exception of the diamond wall proximity sensors. I believe the issue is that you set the radius to 0, because when I changed it to 1 it appears to work. I could be wrong but I hope that helps!
Yep, you are absolutely right. For some reason Mojang decided to change how the radius works on /testfor in the last 1.9 release after all the snapshots.
I will release a fixed version tomorrow. For everyone who is stuck in level 16 here is how you properly "hotfix" the issue in the meantime:
Go to creative (open to lan -> enable cheats -> /gamemode 1),
punch out the single diamond block. One of the two command blocks
directly next to the wall will look like this:
Change the 0 (at the end) to a 1.
Replace diamond block.
Go to adventure mode (/gamemode 2)
There are multiple of these that you need to fix. But it's always a
single diamond block. If it's two diamond blocks right next to each
other it's a door.
Jan 16, 2016haschischtasche posted a message on Twyce - the puzzle map with actual puzzles || [16.000+ Downloads!]Posted in: Maps
Found a glitch! in the first level with the black wool, I think I stood too close to the place where I was supposed to put it and Minecraft glitched and got rid of the black wool because it thought I was IN the hole. Sadly, I don't think there's anything that can be done about it.
What happened to you is a client-server desync that has been in the game for a long time. The black wool is not really gone, it is still in your inventory in the same spot, it is just invisible. You can click the empty spot (or drop it) to get it back. Another thing you can do to get it back is relog.
It happens when the server thinks you are intersecting the block you placed, so it doesn't put it where you placed it. The client however thinks you placed it, so it updates your inventory clientside to mask lag, expecting the block to appear where you placed it when the server updates.
As I said, you can just update the inventory spot to make the block reappear.
It is something that literally happens all the time in survival, but people usually don't notice it, because it is a lot less noticeable when a block in a stack is seemingly missing than when a soul block is seemingly missing because it's stacksize was 1. And because people don't notice it, people don't upvote it on the bugtracker, and voila, you got a serious issue in the game that exists since Minecraft 1.3 but still hasn't been adressed in years.
If you want it fixed, please upvote this issue on the Mojang Bugtracker: https://bugs.mojang.com/browse/MC-95720
Jan 11, 2016Posted in: Maps
So we've reached 12.000 downloads yesterday, which is quite the number. I mean technically this is my first "real" map, and a lot of people really like it. Quite a few said it is the best puzzle map (or even the best map overall) they've ever played. Thanks guys. :^
So obviously I want to make a sequel, and obviously I want to top it. The biggest complaints that I couldn't address in Twyce that I've read/heard is the lack of story and atmosphere. Ergo that is the first thing that I started working on yesterday. Twyce 2 will have a story, and it is not going to be called Twyce 2 or Thrice or anything. It will be called 'Twyce Industries'.
It will take place in a semi-abandoned research station at the bottom of the Arctic Ochean seabed, built down there because of the close proximity to earth core. So obviously, I gotta start with a texture-/ressource pack. Here is a work-in-progress screenshot:
I'm using a 256 color palette for visual coherency. Currently the majority of those colors, altough being there to draw metal sheets and blocks, are slightly inside the green spectrum to convey darkness without actually making the map and blocks dark. This is important because contrary to Twyce, all the environments are enclosed spaces with no skylight, and no one wants to play a puzzle map where part of the challenge is identifying blocks because of a lack of light.
Ingame it looks like in this next screenshot. Please note that this might not be the final visual style and that some textures will probably still change. Also note that the vanilla water is somewhat of an eye-sore, but obviously it will change to a different texture with a cooler, darker and greener vibe to it.
As you can see, apart from the red block which is a different color to facilitate the different block-placement rules on it (it is basically the Twyce equivalent of the redstone block), all the blocks which used color-coding use symbols now. I'm not entirely sure yet if this will stay that way. Additional color-coding is nice, however it tends to either break visual integrity if I go outside of the palette for it or will lead to muddy and hardly identifiable colors if I stay inside the palette. And in the end, symbols are just fine if they are different enough, especially for people with color vision deficiencies.
However, it doesn't stop with textures. Good atmosphere also requires good audio design, so I made a small teaser video to illustrate what I want to do and what you can expect from the atmosphere in the end:
And last but not least, because I want it to become hands-down the best puzzle map ever made for Minecraft, I need to re-evaluate my game-design choices to find out what worked in Twyce and what didn't really work as expected. In an effort to do that, I started a developer commentary for the original Twyce, which you can watch over here:
Jan 4, 2016Posted in: Maps
Ok, I just saw this happen to someone else, saw how exactly it happened and I didn't remember that door is a vertical one. It happens because the new piston collision code in 15w51b is extremely derpy and can pull you up through blocks. I can probably fix that by changing the door slightly.
And I patched it: http://vergeofapathy.com/twyce-1-6/
Thanks again to everyone who reported things like this.
Jan 2, 2016Posted in: Maps
Thanks for the report.
That is something I can't really fix and it is not really a map specific bug. Technically you should usually be pushed out towards the next open spot, which is on either side of the door, so it shouldn't happen unless you really want it to happen and try to push for it. Not saying that you did, you just got unlucky I guess.
I also expected people that leave a block in the orange room and place the slimeblock before retrieving that block to just stop the slimeblock before trying to go through the door.
There are two more doors where you can really force yourself outside of the map if you want to and the only way to prevent people from doing that is to not have those doors (or their opening mechanisms) where they are. But in the end, because players (usually) really need to push for it, I don't want to fix it. I have this design paradigm of not fixing softlocks that can only happen because the player wants them to happen. Like throwing your items onto the ground and jumping of a ledge that you could only reach up to because you had those items in the first place. Minecraft mapmaking still is very limited, and if I can't fix something like that without making the repurcussions of the fix extremely annoying for players, I don't, because playability for 99.9% of the players is way more important than trying to prevent 0.1% of the players from abusing the system.
You just got unlucky I guess. :/
It is something I have in mind for the sequel though. But it's one of those things you need to know about before actually designing puzzles.
Jan 1, 2016Posted in: Maps
Today Twyce beat 10k downloads thanks to the exposure of a neat let's play of CaptainSparkles.
Thanks to everyone who downloaded Twyce.
Here is his video:
Dec 30, 2015Posted in: Maps
I'm really sad to say this, but I think someone messed up the download. I think Im the only one who downloaded the map, placed it in the save file, and somehow got a blank world with absolutely ZERO blocks to stand on. Ive seen others play it so it looks like an amazing map, but I cant figure out why I spawn In the bottom of the world. Still looks like a good map! I have tried re-downloading. I did relog. Could you posibbly help me figure this 'Puzzle' out?
(I just HAD to place that puzzle joke in there!)
The download is fine.
As is told to you by the OP in this thread and a file in the download, the map requires a recent 1.9 snapshot. Opening it in 1.8.8 or in early 1.9 snapshots will corrupt every single chunk with a command block in it and reset those to empty ones. Which in turn will make you fall into the void.
In case you have no idea how to switch to a snapshot: http://www.minecraftmaps.com/info/how-to-change-your-minecraft-version
Dec 29, 2015Posted in: Maps
Cool, can't wait for the third one. It is always exciting to see people play my map and to see how they approach the problems given to them in it.
Except for the people who get frustrated and think I am an idiot and that their only way to continue is to cheat when they just need to start thinking logically instead of just trying random stuff.
Dec 25, 2015Posted in: Maps
Excellent map, but rather bug-full, either snapshot problems or map problems. On the second level, I tried to pick up the purple wool, but it got stuck on the roof, so I couldn't get that. I realized it was still possible, so I put the black wool on the clay, opening the gate, and when I put the white wool on the lantern, the wool disappeared, and there was no other way to beat it.
The purple wool getting "stuck" on the roof is not a bug, it is intended. Otherwise I wouldn't put it on the roof. It will _always_ land on the roof and it is always retrievable.
Your wool disappearing is not a map problem and not a snapshot problem. It didn't really disappear either; it is still in your inventory but you can't see it until you click on the spot where it is or drop the seemingly non-existant item on your hotbar. It is a client/server desync that has been in the game for several years now and I am astonished there are still people who don't know about this, because it happens in regular gameplay all the time. It happens because your client says "I put this block there" but the server says "no you didn't because your body intersected the spot where you placed it". Then your client says "Well, I assume the server lags and will tell me that I put it there in a sec, so I will just act like the item got removed from my inventory". But the item is still there and will reappear as soon as you update that inventory spot by either dropping it, picking up an item that stacks with that slot or just clicking it. Alternatively relogging.
There is no way for me as a mapmaker to fix a vanilla issue like that without making the map extremely annoying to play by updating your inventory all the time.
I am not sure what i have done here but i cannot think of any way to solve this
I managed to get through to the other side and put the black wool on the clay. I then broke it but did not pick it up, and then messed with the other wool so that i couldn't get back. I have found the brown wool but have not been able to put it anywhere...
Could anyone assist? Im afraid of looking at the spoilers video.
EDIT: I went into creative mode to retrive the wool, and was able to solve the puzzle properly. However, I do not know how to get back from this without cheating.
You can't get back from that without cheating. Leaving your items lying around somewhere instead of picking them up is something that is impossible to "fix" without causing a ton of other issues (like breaking 75% of the puzzles in this map) and making the levels insanely big.
While it certainly would be better if stuff like this wasn't possible, I don't really see it as an issue that a lot of players will experience, because it is something extremely counter-intuitive to do that doesn't make a lot of sense. Well, I actually know it's not an issue players generally experience from playtesting sessions and let's plays.
A 1.9 snapshot:
Dec 24, 2015
Dec 23, 2015Posted in: Maps
Read the filename with all the exclamation marks that tells you to use snapshot 15w49b or newer.
And yes, you will need to redownload the map files, because once you open it in 1.8 or really old 1.9 snapshots it's going to be corrupted.
Dec 23, 2015Posted in: Maps
Yeah, I thought about using that in the sequel as soon as I saw your video. It is probably a little bit to in-depth. I mean I let players block piston based doors, but they learn that in a level that they already played where it is really the only thing they can do. And it is a logical thing to do to try to block a door open. Getting pulled through a visually solid piston though is somewhat unintuitive.
Dec 23, 2015Posted in: Maps
Well, so far it is the only bug you mentioned, not another.
But good thinking with the new collision mechanics, I like it. I will obviously fix it somehow, although it is a neat thing for speedrunning.
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Jan 2, 2016Posted in: News
I didn't know Roomscape so I just checked it out and played it. Maybe you should play this map map before you make unjustified claims without any substance. Your comparision is about as accurate as saying a carrot is a potato-salad rip-off, because both of them are food.
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