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If you do another game, I'd like to see "gray-only" conditionals. It would give players a lot more power over what their lightbot can do.
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Really good introduction to programming logic if I could give this a perfect 5/7 stars, I would. Alas, only a perfect 5/5
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The original was great fun, deserving a 5 star rating. This one not so much. There are many ways to reach a goal, this game shouldn't force you to recreate the developer's way.
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Just so you know, if you click where it says "Main Method, Function 1, or Function 2," you don't have to drag each one, you just click them, and they pop up there. I didn't figure this out until the 3rd to last level... ):<
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Honestly the last two levels you have to brute force it so much that the solutions stop really making logical sense and only work through excessive ugly loops
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@BahaaDhrymm Colour conditionals work based on the colour of the bot, not the colour of the tile the bot is on, hence why you need to use the light on the first conditional level. The stop function works using this logic "if bot colour is {chosencolour} then break" and I have never seen it work incorrectly.
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I think I'm kind of figured out the scoring system.
If you don't play a level, the commands and calls are all 999. So you have 47952 score at the begining.
If you play a level, you replace 999 with your commands and calls number, so if you play a level, you should at least have -9xx score.
Therefore, getting calls less is more important. (You can play twice, once for calls and once for command, so your score will have both minimum)
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This game reminds me a lot of a game I played as a kid, The Lost Mind of Dr. Brain... one of the minigames was almost -exactly- like this one, with a little programmable 'bot! Anyone else played it? :)
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So you can't actually create loops in this game, because the structure of your conditionals doesn't always allow for an if/else construction, where one condition yields a unique response and ALL others yield another. The only way to loop in this game is to recurse and have a condition(s) to break out of it.
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Great game. But sadly it seems to be very CPU intensive and controls are very laggy. CPU usage is about 20% when mouse pointer is outside game widnow and about 40% when inside (idle). And moving the mouse inside the game causes CPU usage to instantly strike to 100%! Also that causes even several seconds lag in registering clicks + pointer movement.
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The last two levels were a really great challenge, and I especially applaud the second-to-last level for also being elegant (and for being a depth-first traversal of a tree, totally in theme, though knowing that didn't help me solve it). The curve is a bit steep at the end though; I can't imagine anyone who could solve the last two levels without help would find any of the other levels at all difficult.
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Two things. One- Really fun game. It gets pretty difficult but if you sit down and toy with it the levels start to get easier. I like light bot one better though, I cannot exactly put my finger on why. 4/5 for the game great job! Two- Sorry for earlier post didn't read the description.
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A good game but i dislike the restriction of the levels, surely the point to programing is there is more than one solution to a given problem?
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All programmers are lazy as we know, we like to do things the easiest way. While I won't state the flaws of some of the retarded patterns for functions to do it the most 'optimal' (highest scoring) way, I will ask: where is the copy-the-nearest-tile-I-click-on key as part of the controls so that I can place tiles with as little effort as possible?!
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LOL playing user levels also counts towards your score!!! Got frustrated after getting to the last expert level and decided to check out user levels. After I completed a quite easy one I got the badge and somehow lit the last level's icon without even playing it o.O
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As far as I can see, the way to the best score is to run play a number of levels twice - once optimising commands, and once optimising calls. Both appear to contribute to one's score, but the game saves the *best* for each.
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Seeing comments about this being used or suggested by computer science classes turns a light on for me. The one that illuminates why it seems that so many computer programs now seem to be trying to walk off of a cliff for ever, then a short period of operating, followed by more walking off a cliff and then eventually just walking off of a cliff for good.
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For the longest time, I thought conditionals were activated by STEPPING on a colored tile and couldn't figure out why it wasn't registering. You should have seen my jaw drop when I realized I had to lightbulb.
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Click on the main method tab(or the function tab), then when you click a command it automatically adds it to the command list. This way you don't have to manually drag them all.
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Really fun game, I love the logic of it. Though I did have to use the walkthrough to understand how to use the color scheme it didn't make sense at first. Sometimes it is confusing having to use a roundabout route to get to the final destination, but for the most part a great game! 5/5
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That's probably the case maddy, but KlouD KoNNeCteD always writes the exact same comment on every game. Seems to think that makes him cool or something. Oh well, everyone has their own ways of blowing themselves to make up for inferiority complexes or short comings or whatnot...
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Nice game, i (we) would really love to pick the cmds to put into the list with the numbers 1-9. Would make things easier and faster