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12:00 AM
Tametsi's tutorial teaches you mechanics as well. Missed that bit.
 
I guess it isn't explicitly labelled that in the game, but internally it is. The ids of the first ten levels are T1 - T10
 
:| the first 10 levels are hard?
like even #9 or #10?
maybe i was just playing too much Hexcells
 
I rather enjoyed watching him struggle through 4: You Don't Have to Guess. I was tempted to offer a hint several times, but resisted. T'was gratifying when he got it.
@ASCII-only "I should probably google that." [googles] Oh yeah, I see where a lot of Tametsi's inspiration comes from. You definitely got a step up in that area.
 
Hehe, I didn't know Hexcells, but I thought it was a mix of a few other similar games (bimaru, nonogramms, sudoku, minesweeper come to mind)
 
You've never played HexCells? All 3 of them are pretty good, though now you'd probably breeze through them (their very hardest levels are about on par with the 70-80 levels in mine, as a ballpark estimate).
 
12:07 AM
I'd say 50 imo
Because that's basically where I'm up to on Tametsi lol
whereas I've almost finished Hexcells Infinite, I just need to find the time to get those last few levels
 
The hexagonal levels in Tametsi do tend to be easier in a relative sense compared with other layouts.
 
I think that's because they are 1. a regular tessellation, and 2. each tile has the maximum number of neighbors possible for a regular tessellation
 
Nah, the square layouts where each tile has 8 neighbors are harder.
 
Yeah, @ASCII-only, sorry to disagree, but it's just the connectivity properties of the adjacency graph that determine how hard the level can be. Hexcells has its own ways around that; it has column hints, and also some range-2 cells (they tell you how many mines are within distance 2 of the tile, so they have 18 neighbors).
 
IIRC Eric tested having all triangles with corner neighbors (12 neighbors per tile) but found it too difficult to play/solve.
 
12:16 AM
It's just annoying, I didn't even play anything long enough to find out how difficult it was. My immediate reaction was just "oh, no, this is terrible"
I think Minesweeper conditioned everyone to be okay with looking at corner neighbors on a square grid. It felt extremely awkward to translate that to the triangular grid.
 
@EricTressler Yeah, I guess that's not exactly what I intended to say
 
@EricTressler Did you try triangular without corners?
 
hexagonal cells one cell apart have an added advantage of only sharing two neighbors (vs 3 for squares and a weird number for triangles with corner neighbors)
 
Or triangles of variable size?
 
@DJMcMayhem IIRC yes; too easy.
 
12:20 AM
@DJMcMayhem I did not try triangles of variable size. I could try a sierpinski level, but I wouldn't be too optimistic. For what it's worth, now that I have the game set up to load levels, I could show you what it's like to play triangles with corners, etc. I don't have to share them with the world.
 
Oh also, @EricTressler What tilings do the last 6 have? I'm nowhere close to beating all the 90s, and I'm really curious
 
@DJMcMayhem pretty normal
mostly square
some hexagon
(disclaimer: idk what 91-96 are)
 
Oh, are they not themed?
 
Have you unlocked/played the Girih levels from the bonus section? Those should be the only grids you haven't seen yet.
 
@ASCII-only What? How could you know the last 6 (that require you to beat all first) without knowing all the 90s?
 
12:22 AM
@DJMcMayhem they are kinda, but yeah there aren't that many tilings
 
I wonder what it would be like to turn the Fano Plane and Petersen graph into Tametsi levels.
 
@DJMcMayhem oh you mean the sidebar >_>
 
But the last 6 require you to beat 100 first
Yes
 
wait
100 levels not level 100 right
 
CL(123), GH(123), and TM(123) don't, but there are 6 others I haven't tried yet
@ASCII-only All 100, not including the sidebar (afaik)
 
12:24 AM
I think the ones you're missing have standard tilings.
 
@DJMcMayhem You don't have to beat all 100 to unlock the next 3
 
Girih is the only special one there so far.
 
@EricTressler How do I?
 
But they are some very interesting levels nonetheless.
 
@DJMcMayhem finish level 84
 
12:25 AM
:| it just had to be on the other side of the board
 
:| Oh
I can't remember if I have yet or not
@EricTressler I would like that a lot
 
What, trying the triangle tiling?
 
Yes
Or really any weird levels you don't feel like sharing with the public
 
Yeah, sure. I don't have one ready right now (or even the generator for that tileset), but it won't take too long. I'll share that here, and maybe also some other failed tilesets to show you how they're degenerate.
 
 
2 hours later…
2:33 AM
finally ended up getting stephen's sausage roll
I'm on the fence about it
I've done maybe 5 or so puzzles
the controls are weird, but I understand the logic of why he did what he did
 
2:51 AM
I will say that one of my favorite things he did is make "Undo" undo "Reset"
 
that actually sounds like it would sometimes be useful
 
3:14 AM
I spent the bare minimum amount of time to give these layouts a fair chance, but you'll get the idea
 
4:06 AM
Penrose with corners was actually pretty decent. Just tricky. I agree though that the others were either really easy or really hard/annoying.
I have yet to solve the triangles-with-corners and 3636-dual-with-corners levels.
 
I didn't finish solving them either. By my difficulty scale, they're only medium difficulty (level 30-50 range), but they're difficult mainly because I can't get used to looking at the corners on them.
The Penrose with corners level is a bit easier, because I didn't let it go through multiple rounds of mine placement
 
Just solved 3636-dual-with-corners. The Penrose-with-corners level trained me enough to make solving that one fairly easy.
 
Oh, sorry, so is the 3636 dual level, but mainly because it's very small. Those levels could have gotten out of hand if I'd made them larger. I have a feeling all of those levels with corners could be made extremely difficult, given enough time
 
Yeah.
Triangles-with-corners is really intimidating.
 
Yeah, it is. I like the way some of these look, but I think this is a pretty clear illustration of why I gave up on them. The variants without corners basically get 1 nontrivial step per column or color hint (and the overall mine count), and that's all they can have.
 
 
1 hour later…
5:33 AM
@EricTressler wait can the steam version load levels now?
 
Yes, for a long time now.
 
what is this magic
why have i not seen it before
 
Those extra levels on the righthand side are all loaded this way
 
Oh O_o does it just read some directory? (i.e. you could delete all of them and they would all disappear)
Thinking about it, that's a stupid question >_>
 
Yes, that's what it does
 
5:46 AM
Now all we need is the solver code and we can generate our own levels :P
 
If it were that easy, I would share it, believe me.
 
I guess it's still possible to handcraft puzzles
Do you happen to have some easy-to-share code to generate tilings?
 
I think it would be a challenge to use my code, since my graph class and my polygon class are both needed to define a tiling (my polygons are positioned relative to the nodes of a graph)
 
:| that's a good point
 
 
5 hours later…
10:49 AM
I only now discovered the pen feature in tametsi, that helps a lot :)
 
10:59 AM
Too bad it has no built in prolog console :D
 
:P
kids these days with their newfangled Tametsi 1.4 features ;)
 
You mean back in your day you cheated using punch cards? :)
 
what are you talking about
clearly he flipped switches and pressed buttons. to input things character-by-character
 
that is nothing, back in my day we used binary slide rules
 
 
1 hour later…
12:26 PM
@EricTressler ability to set the pen size for both pens (right/left mouse button) independently
 
12:39 PM
@flawr I played around with it a little way back when, before it was anywhere close to finished, but I must admit I haven't kept up with development on it since.
 
@AdmBorkBork That must have been ages ago, when I discovered it quite a while back it was finished I think.
Anyway, I do recommend it :)
 
I'll likely give it a go as soon as I'm done with HL2Ep2
 
 
2 hours later…
2:22 PM
@flawr How would you use that?
Also, scroll wheel adjusts pen size, apparently.
 
2:48 PM
@El'endiaStarman didn't know, but you could just make two sliders on the bottom
 
Eric tends to be pretty conservative on how much space his UI elements are using. What need do you have that would be solved by having independent pen sizes?
 
I forgot how the UI works: does the pen size affect the eraser?
 
Considering that the eraser is a pen "color", yes.
 
because I pretty much always want my eraser to be bigger
 
@NathanMerrill that was why I was asking!
 
3:05 PM
ok, another UI question: What's the cursor when you are drawing?
does it show the circle before you click?
or just a standard pointer?
hmmm...nevermind, my idea doesn't work
 
Standard pointer.
 
 
2 hours later…
4:48 PM
Oh no, the drawings get lost when you exit the game=(
 
The drawing is cleared when you exit a level as well.
 
@flawr yeah, they get lost if you reset or start another puzzle too. I thought about it, and I really don't want to have 2 pen size controls. I wouldn't be against making the eraser a bit bigger by default, and showing the circle you'll be drawing in on the board. It will cause some issues around the UI, though
So I'm not sure I want to go down that path. You could always just nudge the size up with the mousewheel when you want to erase
Ok, on second thought, I might be against doing that. It's not a terrible idea, but it has its own problems.
 
@EricTressler I'd like the eraser to be a bit larger too
 
Yeah, the problem is that then the pen size control is lying. Someone could legitimately complain about that
And having a preview circle is problematic because if you're hovering over a UI element (say, sound control) and you left click, you will toggle the sound. If you right click, you will draw.
 
True
 
5:08 PM
But you have to admit, the drawing tool is really lacking 3d support.
I need another hint for level 14
 
@flawr Look at the right most 2... That should imply something about a nearby number
 
thank you:)
 
@DJMcMayhem can you disable that?
 
@DJMcMayhem I turned on all the options in the launcher, in fact. Count down tiles, column hints, and color hints, darken finished tiles, and treat gray like a color.
Makes the mundane stuff much easier so I can focus on what's actually tough.
 
5:16 PM
@flawr Actually, you need to enable it. It's off by default (and in your screenshot)
@El'endiaStarman Same here actually. I like all of them on
 
Oh you mean not the countdown of the number of bombs?
I need to check this launcher
 
Yeah, I mean the tiles themselves. So in your screenshot, if you had it on the right most 2 would become a 1, and the 3 would become a 1 (because of the tiles you've already flagged)
 
Countdown changed everything
it almost feels cheaty, but I love it
it means I don't have to compare the currently highlighted mines to the number showing
and when I see a 0, I can just click away
 
Yep. I love being able to clear away half a dozen tiles because of a chain of 0s.
In my opinion, using countdown reduces the "fake" difficulty layered on top of the very real difficulty.
 
@NathanMerrill Only problem is that I've trained by brain to automatically click on 0's, which sometimes becomes a problem when I'm flagging hypothetical branches based on guesses
 
5:29 PM
@EricTressler The only realistic solution I can think of to the eraser problem is to:
1. Show the preview circle
2. Have the eraser bound to a keystroke (instead of right click). This way, when they press the key, the preview circle gets bigger, and you can use a mouse click to actually erase
 
That said, it did take me a little bit to adjust to the numbers counting down, and even my brother, who had never played before I introduced him with countdown enabled, had to get used to it. It's slightly more natural to have countdown disabled, which I imagine is why that's the default.
 
@DJMcMayhem if you can keep a mental flag as to whether you are in a hypothetical branch or not, then countdown actually makes this easier: You can unflag anything you can't quickly prove
 
What I've started doing is leaving a small dot on every real flag so that I can remember which ones are hypothetical or not
 
 
1 hour later…
6:33 PM
@DJMcMayhem wow, am I the only one who doesn't? o_O
 
I play with countdown both on and off, for testing purposes. I still prefer countdown to be off, but I played for a really long time with it off and got used to it.
 
7:07 PM
Hollow Knight is on sale again (33% off) if anyone still doesn't have it but wants it.
 
if anyone still doesn't have it but wants it.
 
fixed
 
Definitely much better. :)
 
Apparently there's going to be an announcement week regarding the Switch release (and then hopefully also Gods & Glory soon)
 
@MartinEnder Stop it! I cannot even keep up with all the games I already have!
 
7:17 PM
But those games have the fundamental flaw that they aren't Hollow Knight.
3
 
Martin has an excellent point.
 
In that case I'll have to buy it.
 
I just started Stephen's Sausage Roll. You still sure that that flaw still applies?
 
Done.
 
:D
@NathanMerrill Yeah. :P SSR is great though. I still need to finish that.
 
7:20 PM
I posted some thoughts above
 
I mean I haven't finished The Witness yet, and in Tametsi I'm only at level 15
 
@NathanMerrill yeah I read them, but forgot to respond. but now that I reread them I'm also not sure I've got anything to say. ;)
 
lol, ok
I had another thing bouncing around my head: I wish there was more of a sense of progression
 
the controls definitely feel awkward at first, but he makes good use of them in his puzzle design
 
like, I enjoy the fact that the world is made up of the levels
and so when you walk around the world, you see past levels
but I still want like a number or some bar that fills up, or something similar
 
7:22 PM
isn't there the sausage count somewhere?
 
yeah on the load game page
if that was on the world page
and a maximum sausage count
that would be fantastic
 
ah yeah
 
I should include a maximum sausage count too. Every game should, really.
 
@EricTressler It should be out of 1, and increment it once they finish a level that is sausage-shaped
it's primary purpose is to confuse people
 
What I really like about SSR is that it has the same approach to puzzle design as The Witness (or Jonathan Blow, I suppose): every puzzle teaches you something new about what you can do with the mechanics or how you can deduce a solution. There are no levels that feel like filler or just more of the same.
(But of course the difference between SSR and The Witness is that SSR is an absolute jerk and proud of it. :D)
 
7:51 PM
@MartinEnder I actually get disagree with that. They don't all teach a new concept
 
hm really? I never got to a level where I thought "oh yeah, this is the same trick I used on that other level".
 
well, they are all tough
and I have to figure them all out
but its not like a new "concept" is being introduced every level
some of them just require some tough maneuvering
 
depends on what you define as a concept, I suppose
 
fair enough :)
 
I don't mean each puzzle teaches a new mechanic
but I found that each puzzle gives you new insight into ... I don't know ... "the puzzle space" if that makes any sense?
 
7:54 PM
one of my favorite levels is one where I had to get the two sausages on opposite sides
I'm trying to find an image of it
aha!
Infant's Break
anyways, I quit on the "Tower" level. it feels way overwhelming
there are two new mechanics in that level I don't understand yet
how sausages roll on top of each other, and walking on sausages
 
@NathanMerrill Sp3000 hat warned me about that road block but it actually seems more intimidating than it is
 
and trying to figure how to cook like 10 sausages
also, am I correct in the assumption that it's impossible to unskewer if you skewered on the end?
 
as far as I've played, yes
but yeah I think I managed to arrive at a solution to the tower through reasoning instead of try random things (that is, I played around with the level for a bit to understand the stacked sausages and stuff, but once I understood the mechanics it was possible to discard a lot of possible approaches quite quickly)
 
I don't the game open, but my current theory in my head is to put a sausage in the opening, skewer, remove sausage, flip, repeat
 
8:20 PM
also, after the first world the difficulty ramps up a bit more gradually
the first world has a pretty crazy learning curve for a game though
 
9:06 PM
I can agree with that
I still haven't internalized the concepts yet
like, at the start of each level I kind of just play around to figure out what's happening
 

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