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Author Topic: Dungeon Program  (Read 5010 times)

Puppyguard

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Re: Dungeon Program
« Reply #30 on: January 27, 2017, 05:52:46 pm »

Scream "GERONIMO!" and run to the exit, jumping over the traps.
+1
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OceanSoul

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Re: Dungeon Program
« Reply #31 on: January 27, 2017, 05:56:37 pm »

Huh what? Was it the fact that I gave two sets of directions for this challenge? I just preferred coding-based directions, so I changed it. Also, you had put a turn for a response that didn't work, so I thought a revised set of directions might get a +1 and get used.

Edit: 'sprays ninja repellent'
Scream "GERONIMO!" and run to the exit, jumping over the traps.
+1
-1, partially because skeletons can't scream. Also, I expect the spikes would jab upward pretty high, so you couldn't leap over it. Timing is key.
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Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

Finally have a game completely ready. Wait a week before posting it out of laziness.

Gwolfski

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Re: Dungeon Program
« Reply #32 on: January 27, 2017, 06:06:10 pm »

Skeleton, work diagonaly across the room until you spot the spikes. Wait for tchem to retract and then run through them to the exit.
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RoseHeart

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Re: Dungeon Program
« Reply #33 on: January 27, 2017, 07:45:11 pm »

Also, I expect the spikes would jab upward pretty high, so you couldn't leap over it. Timing is key.
Correct.
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Confidence doesn't come from success, it comes from surviving failure. —Dr. K.

RAM

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Re: Dungeon Program
« Reply #34 on: January 27, 2017, 07:58:22 pm »

Move South until Exit is Sighted, then Move to Exit while avoiding Spikes.
+1

At this point we are learning what works and what doesn't. I +1ed OceanSoul's because I wanted to see if defining points of reference could work. I am still not quite certain if it can...
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Vote (1) for the Urist scale!
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RoseHeart

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Re: Dungeon Program
« Reply #35 on: January 27, 2017, 10:26:32 pm »

Move South until Exit is Sighted, then Move to Exit while avoiding Spikes.

# # # # # # #
# * _ _ _ # #
# * _ _ _ _ #
# * _ # _ _ #
# _ * * _ ^ #
# # _ _ * S #
# # # # # # #


TRIAL 2 COMPLETE

TRIAL 3 BATTLE
A rival necromancer has been instructed to defeat you in a skeleton duel. Outlast theirs to win.

# # # # # # #
# S _ _ _ # #
# _ _ ^ _ _ #
# _ ^ _ ^ _ #
# _ _ ^ _ _ #
# # _ _ _ s #
# # # # # # #


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crazyabe

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Re: Dungeon Program
« Reply #36 on: January 27, 2017, 11:09:49 pm »

Move South West one Tile, grab and Throw All undead hostiles West, South west, or South Dependent on Original location.
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RoseHeart

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Re: Dungeon Program
« Reply #37 on: January 27, 2017, 11:39:49 pm »

S is your skeleton. SW is a #, a wall.
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Confidence doesn't come from success, it comes from surviving failure. —Dr. K.

fourtytwo

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Re: Dungeon Program
« Reply #38 on: January 27, 2017, 11:50:13 pm »

Dance in place, surely that will fool them!!!
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Puppyguard

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Re: Dungeon Program
« Reply #39 on: January 27, 2017, 11:52:35 pm »

Move South EAST one Tile, grab and Throw All undead hostiles EAST, South EAST, or South Dependent on Original location.
+1
« Last Edit: January 28, 2017, 12:07:50 am by Puppyguard »
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crazyabe

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Re: Dungeon Program
« Reply #40 on: January 27, 2017, 11:53:20 pm »

Move South EAST one Tile, grab and Throw All hostiles EAST, South EAST, or South Dependent on Original location of hostile.
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Quote from: MonkeyMarkMario, 2023
“Don’t quote me.”
nothing here.

RoseHeart

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Re: Dungeon Program
« Reply #41 on: January 28, 2017, 02:13:22 am »

Throwing wont work.

The skeletons are evenly matched and that would end in stalemate.
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Confidence doesn't come from success, it comes from surviving failure. —Dr. K.

OceanSoul

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Re: Dungeon Program
« Reply #42 on: January 28, 2017, 02:28:11 am »

Try standing one tile south of our start. The opponent's programming simply could have been to approach us diagonally, or the like, which we may be able to turn around on them. Similarly, turning the other skeleton ~45 degrees might offset their path finding enough to make them walk onto spikes.
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Work on a potential forum game for my return to Bay12. Figure out parts that puzzled me before. Find more things to figure out that I can't. Work on another game instead of solving them. Get distracted and stop working. Remember it a week or two later. Remember I'm still on hiatus. Illogically, Be too ashamed to return yet. Repeat ad nauseam.

Finally have a game completely ready. Wait a week before posting it out of laziness.

RAM

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Re: Dungeon Program
« Reply #43 on: January 28, 2017, 03:36:01 am »

Hide behind the nearest two traps then wait until another skeleton gets close enough to jump into.
Then jump into the other skeleton, hold its hands away from yourself, and bite it a lot.


It is okay if we jump onto the spikes with the other skeleton so long as we are on top, because the spikes will kill the other one a moment before ours so we still technically win.
Otherwise, we win through unconventional fighting methods because the other one is going to be following conventional combat methodology because our counterpart is more boring than one of our genius could possibly be.
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Vote (1) for the Urist scale!
I shall be eternally happy. I shall be able to construct elf hunting giant mecha. Which can pour magma.
Urist has been forced to use a friend as fertilizer lately.
Read the First Post!

TankKit

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Re: Dungeon Program
« Reply #44 on: January 28, 2017, 04:06:22 am »

Skeleton: Kite other skeleton into a trap.
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“I would stop you from doing unholy experiments with my people, but I don’t actually care about their well-being and I kinda want to see what happens”

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