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http://www.vivalagames.com/play/chronotron/fullscreen.php
Me likes.
--
Darren New / San Diego, CA, USA (PST)
"That's pretty. Where's that?"
"It's the Age of Channelwood."
"We should go there on vacation some time."
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It reminds me of this, which is awesome (give it at least a few minutes to
figure out what's going on):
http://www.freegamesnews.com/en/games/2008/Cursor10alt.html
It also reminds me of "Braid", a game that recently came out, I think, on
xbox live arcade.
- Slime
[ http://www.slimeland.com/ ]
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> http://www.vivalagames.com/play/chronotron/fullscreen.php
>
> Me likes.
Nice, although in Level 10 although my first self presses one of the
switches, in the second run the first self seems to miss the switch.... hmm.
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> Nice, although in Level 10 although my first self presses one of the
> switches, in the second run the first self seems to miss the switch....
> hmm.
There's definitely something buggy with the game on my machine. For some
reason there is some very slight changing of the timings when you go back in
time more and more. FOr instance, where go 2 walks across a bridge lowered
by go 1, it works fine for go 3, but then for some reason on go 4 the guy
tries to walk across the bridge slightly before it has been lowered??
Weird.
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scott <sco### [at] scottcom> wrote:
> There's definitely something buggy with the game on my machine. For some
> reason there is some very slight changing of the timings when you go back in
> time more and more. FOr instance, where go 2 walks across a bridge lowered
> by go 1, it works fine for go 3, but then for some reason on go 4 the guy
> tries to walk across the bridge slightly before it has been lowered??
> Weird.
Must be dependent on the architecture because that doesn't happen to me.
--
- Warp
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>> There's definitely something buggy with the game on my machine. For some
>> reason there is some very slight changing of the timings when you go back
>> in
>> time more and more. FOr instance, where go 2 walks across a bridge
>> lowered
>> by go 1, it works fine for go 3, but then for some reason on go 4 the guy
>> tries to walk across the bridge slightly before it has been lowered??
>> Weird.
>
> Must be dependent on the architecture because that doesn't happen to me.
Hmmm. That happens on an Intel with Vista x64. I tried on my laptop (XP
32bit Intel) and it's nowhere near as bad, but still slightly there.
It's easy to repeat the bug on level 4. Simply hold the right arrow as soon
as you are about to leave the capsule the first time and walk until you hit
the wall. Then go back and get another robot and repeat 4 or 5 times. In
theory, you should have 4 or 5 robots all exactly in sync walking to the
right, but on mine they get out of sync as they walk to the right, sometimes
by about half a robot width by the end.
It doesn't seem to be dependant on FF or IE, nor screen resolution, quality
setting, music...
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scott wrote:
> Hmmm. That happens on an Intel with Vista x64. I tried on my laptop
> (XP 32bit Intel) and it's nowhere near as bad, but still slightly there.
I had a couple of buggy bits where the game told me I had a paradox when
everyone was already standing in front of the tardis at the end. Hey,
ask for your money back. ;-)
> times. In theory, you should have 4 or 5 robots all exactly in sync
> walking to the right, but on mine they get out of sync as they walk to
> the right, sometimes by about half a robot width by the end.
I think the sync is probably not based on an absolute clock, but on
repeating the keypresses (essentially), which might get out of sync as
the processor gets loaded trying to keep up with more and more aliens.
And of course, the robots *will* be in different places in different
runs, if the thing the second alien does moves the floor up and down
that the first alien is walking on.
--
Darren New / San Diego, CA, USA (PST)
"That's pretty. Where's that?"
"It's the Age of Channelwood."
"We should go there on vacation some time."
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On Tue, 13 May 2008 11:34:21 -0700, Darren New wrote:
> I had a couple of buggy bits where the game told me I had a paradox when
> everyone was already standing in front of the tardis at the end. Hey,
> ask for your money back. ;-)
Yeah, I ran into that one myself....
But all in all, it's a good diversion. :-)
Jim
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> I think the sync is probably not based on an absolute clock, but on
> repeating the keypresses (essentially), which might get out of sync as the
> processor gets loaded trying to keep up with more and more aliens.
Sounds like a good theory, but my CPU never goes above 5% while playing this
game, even with 8 robots and running at 1920x1200 full screen... It
certainly does seem that the timing of the keypresses for the past robots is
what's causing the problem.
> And of course, the robots *will* be in different places in different runs,
> if the thing the second alien does moves the floor up and down that the
> first alien is walking on.
Yeh, but things like simply picking up a box and dropping it in a certain
place shouldn't be different on the 2nd run if nothing else is
interfering...
A really cool game though, just a bit frustrating with the bugs (level 14
took me *ages* to get right on this machine because past robots started
doing things at slightly different times and dropping things in slightly
different places).
Reading around, it seems like several people have similar issues.
Let's hope that it's just a starting point for others to copy :-)
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> Reading around, it seems like several people have similar issues.
The only level that this mis-match became annoying for me was
bonus level 5, (you need to jump onto blocks held by previous
timebots while they jump up and down, you get it right, but then
the past ones get it wrong, even though you aren't in the way),
if the mis-match was much larger (which seems to be what
some people are describing) this would be almost unplayable.
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