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Messages - Builderboy

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106
Math and Science / Re: Blue Eyed Islanders
« on: November 27, 2012, 07:51:50 pm »
I suppose that could be logic, but no, she is not looking at anybody specific. 

107
Math and Science / Re: Blue Eyed Islanders
« on: November 27, 2012, 07:48:57 pm »
No, there is no trickery of any kind, just logic.

108
Math and Science / Blue Eyed Islanders
« on: November 27, 2012, 07:25:21 pm »
A group of people with assorted eye colors live on an island. They are all perfect logicians -- if a conclusion can be logically deduced, they will do it instantly. No one knows the color of their eyes. Every night at midnight, a ferry stops at the island. If anyone has figured out the color of their own eyes, they [must] leave the island that midnight. Everyone can see everyone else at all times and keeps a count of the number of people they see with each eye color (excluding themselves), but they cannot otherwise communicate. Everyone on the island knows all the rules in this paragraph.

On this island there are 100 blue-eyed people, 100 brown-eyed people, and the Guru (she happens to have green eyes). So any given blue-eyed person can see 100 people with brown eyes and 99 people with blue eyes (and one with green), but that does not tell him his own eye color; as far as he knows the totals could be 101 brown and 99 blue.

The Guru is allowed to speak once (let's say at noon), on one day in all their endless years on the island. Standing before the islanders, she says the following:

"Among you is at least 1 person with blue eyes."

Who leaves the island, and on what night?

There are no mirrors or reflecting surfaces, nothing dumb. It is not a trick question, and the answer is logical. It doesn't depend on tricky wording or anyone lying or guessing, and it doesn't involve people doing something silly like creating a sign language or doing genetics. The Guru is not making eye contact with anyone in particular; she's simply saying "I count at least one blue-eyed person on this island who isn't me."

And lastly, the answer is not "no one leaves."

109
Axe / Re: Axe Q&A
« on: November 26, 2012, 07:38:42 pm »
Squidgetx it is true that it does slow it down a small amount, but I imagine Quigibo didn't implement disabling it because it would barely make a difference even in some of the longest of compiles.  My guess is that even if you were compiling for a full app, it wouldn't even add a second of compile time, although Runer will have to report back.

110
Portal X / Re: Questions for Builderboy
« on: November 24, 2012, 04:51:21 pm »
It will be released before the year is over :) I'm hoping for a very soon release so I can possibly get it featured and get into the contest for POTY! *Crosses Fingers*

111
The Axe Parser Project / Re: Features Wishlist
« on: November 24, 2012, 04:18:42 pm »
AND-ed sprites, white lines, invert lines, and white rectangles would all be awesome!

112
Portal X / Re: Portal Prelude Level Editor Released!
« on: November 24, 2012, 03:52:15 pm »
Yeah that one is included :]

113
Portal X / Re: Portal Prelude Level Editor Released!
« on: November 24, 2012, 03:36:52 pm »
Streetwalker the last one is pretty good!  Watch out though, because you only need 1 cube to finish it.  Once you get a single cube, place it on the button on the bottom.  You can then go into the next chamber, place a portal on the roof, go back out the door, grab the cube, and hop into a second portal to get back inside the room!

114
Portal X / Re: Portal Prelude Level Editor Released!
« on: November 24, 2012, 06:19:16 am »
Yeah DJ some of the demo levels have been included, although some were not put in since they were built for the purpose of demo-ing and actually weren't that puzzling :P And yeah the transition between levels has remained the same as well, although I have touched up several elements

115
News / Re: Axe Omega 1.2.0 released
« on: November 23, 2012, 02:51:10 am »
I seem to be having strange problems with an Invalid-Token error that pops up randomly D:

116
Portal X / Re: Portal Prelude Level Editor Released!
« on: November 22, 2012, 06:20:54 pm »
Unfortunately the way the emancipation grid works changed, as it can now fizzle cubes, which breaks some of your harder levels D:

117
Portal X / Re: Portal Prelude Level Editor Released!
« on: November 19, 2012, 10:53:49 pm »
It will depend on if I think of any good ideas, but right now there are 4 slots that still need to be filled.

118
Portal X / Re: Portal Prelude Level Editor Released!
« on: November 19, 2012, 10:49:50 pm »
I thought I would point out that in the newest version, you need to place crates (the . button) on the roof, as they now represent cube droppers.  Whenever cubes pass through fields, they disintegrate and re-spawn from these droppers.  Additionally, I am still in need of levels, so we shall say there is some sort of contest, out of all the levels that get submitted, I will chose the best ones to be put into the final game!

119
Axe / Re: Jumping
« on: November 19, 2012, 07:05:12 pm »
You only set the players velocity if the player is pressing the jump button, in addition to them already being on the ground. 

120
Site Feedback and Questions / Re: Omnimaga YouTube channel (OmnimagaTV)
« on: November 19, 2012, 01:11:15 am »
That's a good list DJ, I agree with it entirely!

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