https://loganhall.net/rainmaze/play.html
Mettaton's Tile Puzzle: https://loganhall.net/rainmaze/play.html?share=57ac11
0:00 What is the tile puzzle?...
MrZerodaim
3 years ago
> generates random maze
> intended path stretches well in every direction
> random filler tiles make a straight line to the goal
1
stils_wasnt_here
1 month ago
Rare footage of sans calibrating his puzzles
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SK-by6qd
3 years ago
As for other people that remade the tile puzzle as an actual game, there’s a mobile game called Patience. It doesn’t have full size control (only certain presets), green tiles don’t have any special function like your version (they’re basically just the same as pink tiles), and it’s only random puzzles with no editor, but other than that it’s a pretty good remake.
3
stormbreaker_101
1 month ago
Between the voice and the sinuses/sine wave joke, my guy you are not beating the Sans Undertale allegations.
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OysterBrain
3 years ago (edited)
17:34 “To be honest, I don’t know how exactly it works”
This is the most relatable software engineering thing ever
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oceanbeans8546
3 years ago
I was that weird kid that wrote down the initial way to do the puzzle on paper. Not knowing it would return I kinda just threw away the paper. 3 days later I was frantically searching my trash bin. Then I found out the maze was fake again.
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RenTheFen
3 years ago
I always thought the tile puzzle was neat, even though it was a gimmick made to shock the player with an actually difficult sounding puzzle. some kind of memetic lure makes them so appealing to my brain. would have been nice to have had it actually occur in the game itself because like this video proves, it’s a nice concept for a puzzle
1
oksaire2221
3 years ago
"The solution paths are too straight, we need to make the gayer"
This is an example of perfection.
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meman_owww
1 month ago
u sound like sans
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TiredTransbian
3 years ago
There is no sentence that more completely encapsulates the coding experience than; "I don't know how exactly it works."
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Lua_CW
3 years ago (edited)
Thank you all for your support and feedback! Can't tell you all how grateful I am for the interest that this video generated. I wanted to respond to some of the more common feedback:
"The maze can generate softlocks!"
This is intentional. It's a possible consequence of taking the wrong path! As a matter of fact, there's a softlock spot in Mettaton's tile puzzle — the first orange tile on the top row. This is why there's a Reset function.
"Somebody made this into an app called Patience years ago!"
I genuinely didn't know until some of you pointed it out! It's very slick and very polished. It's also one of the few Tile Maze implementations that guarantees solvability, so kudos to them for taking it seriously. Here are my thoughts:
⁃ I thought "Patience" is a funny name for it considering that's the name for Solitaire in other languages. Someone pointed out that Patience is the cyan soul, which is their default character.
⁃ It tracks lifetime "monsters spawned" via green tiles, so we had a very similar idea. But without a per-maze score, I feel like it doesn't encourage the player as much to avoid green tiles.
⁃ Red tiles are made to behave like other unsafe tiles, pushing the player backwards. It definitely forces a different strategy, but this is a detail I'm proud of preserving.
⁃ Yellow tiles only electrify its immediate neighbors, and not entire bodies of blue tiles. We'll never know how Undertale would have handled it, because all electrified tiles in Mettaton's puzzle are an immediate neighbor of a yellow tile!
⁃ No way to select arbitrary maze size :(
⁃ There's an unlockable time limit! I thought about adding a time limit to Rainmaze, but that's really hard to do with arbitrary maze sizes. Should the time be based on the width, or the total area? If so, what formula should we use to scale the time pool? Or should it be based on how long the solution path is? That's no good, because then a keen player could guess how long (and how winding) the solution path is, based on the time allotted. I settled for a timer that counts upwards in case people want to race each other.
"There's a bug when you get stuck on a purple tile between two unsafe yellow/blue tiles…"
Cheers to everyone who reported this. Put another way, it's possible to get trapped in a cycle where the player has no legal moves. This produces amusing behavior where you can move through unsafe tiles until you're back to a safe tile — but it's not visualized properly. In this situation, you can Reset or you can try to escape through unsafe tiles, but I'll be fixing this when I get a chance.
"I beat a really large maze / I beat a maze really quickly!"
I'm proud of you! :) Don't forget you can Share the links to those mazes if you want others to give them a try!
"This channel is underrated!"
We're working on that ;) Every share helps! A heartfelt thanks to everyone who feels this way. I will definitely be doing more videos like this in the future. I have a 40-ish minute video in the works that I hope to publish by the end of the year, and a few lined up after that.
[Feature requests/suggestions]
I'm about to depart for a three-week trip, so there won't be any Rainmaze updates for a little while. When I get back, I plan to go through the Issues on GitLab, which currently consists of:
⁃ UI scaling (the scoreboard is too big on very short screens, e.g. a phone in landscape orientation)
⁃ Visual feedback to tiles (animations)
⁃ Progressive Web App support (if I understand correctly, this would allow one to download the game like an app)
⁃ Colorblind options / custom color schemes
⁃ D-pad control option for touchscreen
⁃ Fix for the no-legal-moves bug described above
Anyone is welcome to raise other Issues and even make pull requests.
Thanks again to everyone for watching.
-ⵎШ
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ChristopherMoom
3 years ago
17:03 "We needed to make them gayer"
I guess that's why this puzzle consists of rainbow-colored tiles
Love how you implemented an editor into your iteration of this puzzle, I'm glad I can finally make a playable UNDERTALE themed QR Code
(Nah, but really, this is a pretty sick project! I enjoyed seeing the process behind its creation)
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leoallison636
3 years ago
you can actually get softlocked on by certain things, like being orange when surrounded by water and an unusable purple tile, along with red tiles
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Flinxmin
3 years ago
9:10
Bravo, you have won debugging
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Cronadon
3 years ago
There is a generation technique called "wave function collapse". Youtube recommended me videos about it a few weeks ago. And I have to say, that this looks like the perfect nail for that hammer.
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Brackets_Guy
3 years ago
13:47 <Reeeeal sneaky pal, but I know THAT Youtube link when I see it!>
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tuxynk
3 years ago
"The solution paths are too straight. We need to make them gayer."
Made me die and come back to life again while laughing
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Pyrodiac
1 month ago
17:03 This is my first time watching this video in a LONG while, and now that I actually get this joke, god do I find it so funny.
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AlexGen-0
3 years ago
The alphys neo fan mod had a different way of going about its green tile system. Whenever you hit a green tile, a gaster blaster would spawn in a random row, and fire periodically until you either finish the puzzle or run out of time. While I liked that solution in the fan game, I'm not sure if it'd be very relevant here. In that game, it was a little feature rarely used in a much larger fan fight, and it was designed to be an attack, not a puzzle. Also, again, all of the alphys neo attacks were predetermined, so that solution definitely wouldn't work in this context
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endruv_2287
3 years ago
As both an Undertale fan and a computer science major, I love this video. From the sudden Papyrus impression to base 64 to sine waves, I loved all of it.
MrZerodaim
3 years ago
> generates random maze > intended path stretches well in every direction > random filler tiles make a straight line to the goal
1