Discuss the massively-multiplayer home defense game.
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Dinnanid wrote:I was wondering if you are planning to add the son as a tile or just keep only having the daughter.
Thinking of adding it as an option via the text grid component, but trying to keep the interface of the builder simple so will probably keep that to the daughter, given that they are functionally the same as the son - plus women are under represented in gaming, so why not.
I completely understand, that is about response I expected anyway.
Dinnanid
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Oh my god! We had a time-space collision and destroyed each other on the server! I think I cracked it about 7:00am here in West Australia, which is 9am east coast and probably, what, 10am for you? I sent Jason the recording of the crash, and it was luckily right as I started the game up. Does this mean you didn't get to see the tape of my successful attempt?
And no, I didn't realise this map was here on the forum. As I was playing the map I was thinking "this is great, I hope I can thank the guy who made this level", and I even thought it may have been set up by Jason himself as it was so fair and interesting to solve. But yeah, it took me around 6-7 hours to solve. I did use a gun and a saw in the end, but this was just to expedite running through the first part of the maze. As I said it took many many tries to connect the power to killing the dog at the base! I really wanted to post the recording of my run, but the recorded file it is part of is many hours of playing and I couldn't find a way to edit it. It would be great if someone knows a way to do this.
Ok, it turns out that my house didn't get deleted. When I saw the error message, I exited immediately without clicking anything, and sent the report in straight away. In Jason's reply he said that what happened is that the client checked back in with the server, but the response was incredibly slow and the client sent a second check in message, but then the response from the first one finally arrived, causing an error, so I suppose that the server maybe didn't realize that I'd even had an error. So I'm not sure what happened to your house then.
Anyway, what I'm saying is that I finally got to see your tape. Here's the record: http://pastebin.com/vZZx3hLL. I still don't know how you got that electric floor lit: as you can see from my run, how it's meant to work is that you chase the cat across the entire screen, and then the cat steps on the switch one turn after you fry the dog, which is supposed to disable it. Edit: ok I see the problem now - turning on that last pair of switches bypasses the middle rail entirely. I was trying not to break the pattern . Someone bypassed an earlier version of the same design (where I'd left a clear path straight through the maze) by setting up the correct combination and then backtracking across the maze itself to kill the dog.
That's really cool that you solved it without the map. I remember shortly after I posted the map I saw some tapes (which I now think would have been some of your earlier attempts, based on the times you've told me) where the burglar seemed much more confident than others had been - stepping into that nook with a switch behind an electric floor, for example - and I remember worrying that I might have shared too much, that it might be less fun if you already knew the entire layout.
Last edited by bgorven (2013-04-13 04:16:05)
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Matrix: I've added your template as the default one for now, it has so many advantages over the previous addition, the one thing I have altered is the "voltage-triggered-inverted-switch" from ^ to %.
The little ^ get's lost amid all the wires, and I want to make sure there is a size similarity between the voltage triggers. Definitely open for suggestions on how to make it look clear & make sense!
Thanks and you are welcome (replying to previous posts as well)
Yeah % is perfectly fine. I checked the character on a few designs and it looks good.
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I have been messing around with Castle Fortify. I thought that this was kinda cool. To make it take this and set it to use the default custom format then save it. all it does is takes the letters from undefined that reperesent tiles and uses them as tiles. I just wanted to know if this was going to be changed so undefined will be considered one character when dealing with the tiles.
Last edited by Dinnanid (2013-04-13 14:18:11)
Dinnanid
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Yeah % is perfectly fine. I checked the character on a few designs and it looks good.
Cool, thanks for checking!
I have been messing around with Castle Fortify. I thought that this was kinda cool. To make it take this and set it to use the default custom format then save it. all it does is takes the letters from undefined that reperesent tiles and uses them as tiles. I just wanted to know if this was going to be changed so undefined will be considered one character when dealing with the tiles.
Good catch! I'll probably swap out the default "undefined" message for X or something. Interesting glitch though.. Makes me wonder what kind of maps can be generated from random blocks of text. ...probably random maps!
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I was just messing with some random text and I realised that the cost indicator shows the cost of the entire text not just the text on the board until a tile is modified.
Last edited by Dinnanid (2013-04-13 17:29:15)
Dinnanid
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Ok, it turns out that my house didn't get deleted. When I saw the error message, I exited immediately without clicking anything, and sent the report in straight away. In Jason's reply he said that what happened is that the client checked back in with the server, but the response was incredibly slow and the client sent a second check in message, but then the response from the first one finally arrived, causing an error, so I suppose that the server maybe didn't realize that I'd even had an error. So I'm not sure what happened to your house then.
Anyway, what I'm saying is that I finally got to see your tape. Here's the record: http://pastebin.com/vZZx3hLL. I still don't know how you got that electric floor lit: as you can see from my run, how it's meant to work is that you chase the cat across the entire screen, and then the cat steps on the switch one turn after you fry the dog, which is supposed to disable it. Edit: ok I see the problem now - turning on that last pair of switches bypasses the middle rail entirely. I was trying not to break the pattern . Someone bypassed an earlier version of the same design (where I'd left a clear path straight through the maze) by setting up the correct combination and then backtracking across the maze itself to kill the dog.
That's really cool that you solved it without the map. I remember shortly after I posted the map I saw some tapes (which I now think would have been some of your earlier attempts, based on the times you've told me) where the burglar seemed much more confident than others had been - stepping into that nook with a switch behind an electric floor, for example - and I remember worrying that I might have shared too much, that it might be less fun if you already knew the entire layout.
Thanks for posting that, was great seeing the run through, especially the switches at the end where you turned off fog of war. Yes, I did do the switches incorrectly, looks like you may have a wiring error there. The cat thing though, well he is at the edge of the map for the entire run, and it is not until you get to that right side that he runs off onto activate the switch.
Anyways, it seems the recording I posted to Jason was very useful and he thinks he has fixed the server side error. We will see. Happy robbing.
The rich aren't safe. Nobody is safe. -jere ...but the smell wafts out from the pit, obviously. - Jason Rohrer
And the more dickish they are, the more I feel like beating a house to destruction after finally figuring it out. -bey bey
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I was just messing with some random text and I realised that the cost indicator shows the cost of the entire text not just the text on the board until a tile is modified.
Nice catch!
Share castle designs: http://castlefortify.com
Let me know about any Castle Fortify issues here: https://github.com/SethArchambault/CastleFortify/issues
Contributing is easy! Check the readme: https://github.com/SethArchambault/CastleFortify
Twitter: @SethArchambault
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Hey segarch,
I've been a bit quiet on my editor of late, as I don't want to do any more releases until I've fixed that z-fighting rendering bug, I see you've made some very positive changes to CF!
One of the things I've also been working on is the ability to switch between edit mode and interact mode, with a view to making electricity work as it does in the game - tiles change colour if they have electricity flowing through them, buttons and switches will be clickable/toggle-able etc.
Have you got many more changes to your own code than what's currently in github? If not, I can probably try to make my changes reasonably compatible with your codebase.
Cheers
Ed
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Hey segarch,
I've been a bit quiet on my editor of late, as I don't want to do any more releases until I've fixed that z-fighting rendering bug, I see you've made some very positive changes to CF!
One of the things I've also been working on is the ability to switch between edit mode and interact mode, with a view to making electricity work as it does in the game - tiles change colour if they have electricity flowing through them, buttons and switches will be clickable/toggle-able etc.
Have you got many more changes to your own code than what's currently in github? If not, I can probably try to make my changes reasonably compatible with your codebase.
Cheers
Ed
Github is up to date - and I'm all about compatibility!
https://github.com/SethArchambault/CastleFortify
Note: The simplicity of my setup is starting to show issues - a lot of the code is getting to be very hacky and hard to follow (and therefore hard to build on). Let me know if you have any suggestions on how to better organize it..
I may move over to something like angular.js to keep the data separate from the html..
That electricity feature sounds really cool!
Share castle designs: http://castlefortify.com
Let me know about any Castle Fortify issues here: https://github.com/SethArchambault/CastleFortify/issues
Contributing is easy! Check the readme: https://github.com/SethArchambault/CastleFortify
Twitter: @SethArchambault
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My planned design is currently this (albeit with the safe being in a different spot XD), although I have yet to be able to build it without getting hit by some trap or other, forcing me to start yet again.
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Hunter X, a dedicated thief who wasn't afraid of dying could break that with no tools in fewer than 28 runs. With some crowbars, you could do it in fewer runs. There are much better maps to be made for $24105.
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An experienced thief would be able to rob this house without any risk by only investing $400 into tools but only need to use $42 worth of tools on average.
An experienced thief would be able to tell that this house is not in a post-breach broken state, due to the Electric Floor position, which is only possible with no family left. Then, given this info, he could tell that entering into the house (in a normal way, with 2 moves right) is safe. He would also be able to tell that the Electric Grid is probably used as an anti-escape mechanism.
With this info, an experienced, but cautious thief, would go get the right tools for the job. For the first scouting mission he would bring 2x explosives, 2x torch, 1x water, 1x drugged meat, 1x crowbar, 1x whatever.
Upon entering the house and going past the Electric Floor, he would notice that the trap activates on the 2nd step into the house. He would use water to disable it. Then he would safely scout a bit more by dancing left-right next to the first set of doors to tell if there are any Pit Bulls on their way. He would also notice the 2x powered door + sticking switch + wooden door pattern in the first set of corridors. This would give him a green light to explore further. Due to the fact that all side corridors use the same pattern he would be able to explore all the way to the other end of the house safely.
Now armed with all this extra info he would leave to quickly get a better set of tools: 1x water, 6x doorstop, 1x drugged meat.
He would use 1x water to disable the anti-escape trap and 2x doorstep to secure each side corridor (up to 3 per trip). This would allow him to explore the secured side corridors all the way up to the Wooden Doors where he would be able to tell that most are a dead end (Wooden Door + Pit Bull).
He would have to repeat this anywhere from 1-3 times and the house would be safely robbed. He would have to invest $330 initially (he would only use $2 worth, and save other tools) and then spend on average another $40 ($20-$60) to safely steal from the vault. It's worth it, as long as there is more than a few hundred $ in the vault.
Last edited by Matrix (2013-04-19 13:17:58)
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I have definitely seen people try to hack my electric floor trap (http://castlefortify.com/?id=9a66737) by going back and forth 90 or so times, and then dying. At the time I was like, what the hell do they think they're doing?
So I'd be cautious about a system that doesn't create a narrow window for success (unless I'm missing something here)
I optimized your version and got this: http://castlefortify.com/?id=6e545ec
It is 130$ cheaper an there is only one move where you can pass over the e-floor.
I wounder how you could improve this. If you are willing to die a few times you can easily break this...
Last edited by CastlePi (2013-04-22 22:23:44)
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segarch wrote:I have definitely seen people try to hack my electric floor trap (http://castlefortify.com/?id=9a66737) by going back and forth 90 or so times, and then dying. At the time I was like, what the hell do they think they're doing?
So I'd be cautious about a system that doesn't create a narrow window for success (unless I'm missing something here)I optimized your version and got this: http://castlefortify.com/?id=6e545ec
It is 130$ cheaper an there is only one move where you can pass over the e-floor.I wounder how you could improve this. If you are willing to die a few times you can easily break this...
http://castlefortify.com/?id=9a43a76
Chase the timing cat to the corner, then he stays there until you step on the doormat. If the robbers are stepping back and forward between just two squares, they might never activate the switches.
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segarch wrote:I have definitely seen people try to hack my electric floor trap (http://castlefortify.com/?id=9a66737) by going back and forth 90 or so times, and then dying. At the time I was like, what the hell do they think they're doing?
So I'd be cautious about a system that doesn't create a narrow window for success (unless I'm missing something here)I optimized your version and got this: http://castlefortify.com/?id=6e545ec
It is 130$ cheaper an there is only one move where you can pass over the e-floor.I wounder how you could improve this. If you are willing to die a few times you can easily break this...
Awesomee - I dig how you got those two pressure switches next to each other, somehow I was thinkin it couldn't be done.
Definitely there can be some trial and error to solve the problem, but when the solution is around 15, people have a hard time brute forcing it. Especially because there is zero visual feedback telling you how you are doing.
Share castle designs: http://castlefortify.com
Let me know about any Castle Fortify issues here: https://github.com/SethArchambault/CastleFortify/issues
Contributing is easy! Check the readme: https://github.com/SethArchambault/CastleFortify
Twitter: @SethArchambault
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CastlePi wrote:segarch wrote:I have definitely seen people try to hack my electric floor trap (http://castlefortify.com/?id=9a66737) by going back and forth 90 or so times, and then dying. At the time I was like, what the hell do they think they're doing?
So I'd be cautious about a system that doesn't create a narrow window for success (unless I'm missing something here)I optimized your version and got this: http://castlefortify.com/?id=6e545ec
It is 130$ cheaper an there is only one move where you can pass over the e-floor.I wounder how you could improve this. If you are willing to die a few times you can easily break this...
http://castlefortify.com/?id=9a43a76
Chase the timing cat to the corner, then he stays there until you step on the doormat. If the robbers are stepping back and forward between just two squares, they might never activate the switches.
Oh my god - I would definitely kill myself making that one - I don't "get" cats. (in the game or in real life)
Share castle designs: http://castlefortify.com
Let me know about any Castle Fortify issues here: https://github.com/SethArchambault/CastleFortify/issues
Contributing is easy! Check the readme: https://github.com/SethArchambault/CastleFortify
Twitter: @SethArchambault
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http://castlefortify.com/?id=9a43a76
Chase the timing cat to the corner, then he stays there until you step on the doormat. If the robbers are stepping back and forward between just two squares, they might never activate the switches.
Great, I like the cats!
Anyway I was thinking about a combination timing lock like this: http://castlefortify.com/?id=c5cc19c
The top dog needs to be more to the right but I run out of space... This map needs to be bigger
You need to step on the right field at the right time.
If you make one wrong move the lock will be blocked and can't be opened anymore.
There will be no feedback until you... die
Here I build three timers but I designed it so you can start cheap and build one timer with $2000 and build it up later.
I tried different versions until I came up with this.
Each timer is only two fields height so you can build up to 15 timer locks!
Triggered with e-doors you can make the timers wait for each other.
Compared to a normal combination lock with switches this is cheaper because you don't need big walls that can be broken if you have family.
Also there are more combinations because instead of 1bit switches you have >7 step timers.
16bit: 2^16=65.536
7 timers with 7 steps each: 7^7=823.543
This is not the maximum, so if you manage to build a 32bit lock this still beats you easily: 7^15 > 2^32
Last edited by CastlePi (2013-04-24 14:41:18)
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Not enough imagination...
http://castlefortify.com/?id=ce7070b
There you go, 2^(28*13) = 37576681324381331646231689548629392438010920782533117931316655544515344401833735095419183974156299248510959616 combinations.
I did not fill in all the buttons and walls in the middle, too much clicking
Bit locks are compact!
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Well, right. That is pretty nice
Will take you quite some time to enter you code...
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This is a revision of the first design in the thread, to be as small and minimalist magic dance as possible. Can anyone go smaller? http://castlefortify.com/?id=f383994
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Shaved a couple hundred off it:
http://castlefortify.com/?id=3f17a3f
Course this only works once the family is out of the picture. RIP
Share castle designs: http://castlefortify.com
Let me know about any Castle Fortify issues here: https://github.com/SethArchambault/CastleFortify/issues
Contributing is easy! Check the readme: https://github.com/SethArchambault/CastleFortify
Twitter: @SethArchambault
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Shaved a couple hundred off it:
http://castlefortify.com/?id=3f17a3fCourse this only works once the family is out of the picture. RIP
That's pretty sweet. I messed myself up with the vault being on top a couple of times, but yay for saving money!
Here's my brand new trapdoor decoy house! http://castlefortify.com/?id=232e2b1
It won't keep anyone determined out for too long, but I think it would claim quite a few lives first.
It even has an anti-cheating cat!
Edit: Though, the anti cat would be more viable if there were an inverted sticky switch.
Last edited by realitysconcierge (2013-05-09 06:54:58)
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I think that you should make the grey section tile or whatever you call it partially transparent so you can still see what tile you are over.
Dinnanid
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I think that you should make the grey section tile or whatever you call it partially transparent so you can still see what tile you are over.
Yeah that would definitely be a valuable addition.. At some point I'm going to have to redo the whole display process. Since I'm using basic html Div tags instead of html5 console, I'm very limited on how to display elements. As things progress, we'll get there.
Share castle designs: http://castlefortify.com
Let me know about any Castle Fortify issues here: https://github.com/SethArchambault/CastleFortify/issues
Contributing is easy! Check the readme: https://github.com/SethArchambault/CastleFortify
Twitter: @SethArchambault
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