Link to the tutorial video if you missed it: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-nPmNjyk_TPQ.html I might try this format more often, where games whose tutorials are longer can just have their own videos so the experts don't have to watch a tutorial for something that they (and I) already know.
i got a challenge for you. so, one time i made the track tutorial take a really long time, and so i want you to make a level be reeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeeaaaaaaaaaaaaaaaaaaaaaaaally inefficient, so to the point of hilarity, you could write something in cursive with a track, make an alchemical printer (oh wait someone made code that automatically makes printers) (could still do it tho!) you could make a machine that destroys a really big molecule for no reason at all, just something stupid everyone can get a laugh over, give it a try!
Upgrade might not be the right word. (Which is why it's in quotation marks) You've seen how there are multiple types of arm? There are 1-sided arms, piston arms, 6-sided arms, etc. Basically, you can change the type of the arm, but keep all of its programming.
@@pirilon78 It's not an actual upgrade, but a QoL feature that lets you change out arms on the fly without having to reprogram the arm. Say you programmed a 3-armed grabber but found out you want a 6-armed one but also have a long line of code you don't want to have to rewrite.
Just so you know, Tyler, once you beat the game (just the main story) you unlock the “top percentile” scores for every puzzle. This lets you see the actual, specific best possible “score” that any other player has gotten for each of the three measurement criteria (cost/area/time) when viewing the histograms. Not sure why it’s gated behind beating the game, but maybe there’s a mod or something that you could use to unlock them early ¯\_(ツ)_/¯
Zachtronics know their audience and as the old saying goes "players take every opportunity to optimise the fun out of a game" so it's absolutely about encouraging people to play all the way through first
Even then, "Top Percentile" doesn't mean absolute best achieved, but just the average of the top percent. I imagine it is done this way to avoid hacked scores ruining the fun.
Huh TIL, can't wait to beat the game to get these mechanics. At least RU-vid exists so I am to take a quick peak and see what the top possible scores are then, got spoiled with refined bronze min cost and wowzers at the dedication for that. Seems kinda weird a mechanic like that is gated behind the end-game yet the histograms already provide enough data for me to extrapolate what is the best cost based on breakpoints.
Hey I just wanted to say that I really appreciate your content man. You're incredibly smart and it's super satisfying to see you play games which showcase the efficiency in which you think. When I watch you min max, obliterate a new puzzle game, or chain together combos, it always feels super fun and enjoyable to watch. Keep playing the games that you find fun. Love the content and I hope you have a great day!
for some reason I've seen so many more people come back to playing this recently. definitely seemed slightly overlooked when it came out, but wow. 16:40 there's a gif of someone who has 15 on reddit, and the highscore table there also lists 13 as the minimum area (which, uh... lol, seems insane)
@@IcelyPuzzles yep you're correct, if you do a 1/6 rotation one way it'll take less area than a 5/6 rotation the other way despite being the same components!
138 thousand people have seen the first video so far. 138 thousand people who enjoy puzzles, since they watch this channel. i think that just might have something to do with it.
I have a 14 Area on Health Tonic. It involves a trick where you block the input from spawning another reagent so you can utilize the space that the input occupies.
So that's what those multiarm grabbers are for! I beat the game optimizing mostly for cost, and I could never find a use for them that wasn't more efficient with an one sided arm.
When you reach the flare puzzle, while I would love to see your speed solution, I would also love to see you try to optimize for area. You can get away with only one of every piece and one single piston arm there
Only one of every piece is cost optimization not area. Area is generally a different story than doing fastest or with least, i think it can work with both. Which is best depends on the puzzle
Are you talking about least cost? If so using a 2-wide track and a single arm is cheaper than a piston arm and nets you enough area to reach both a bonder and unbonder. And then moving down to a single arm if you think so.
Fun fact: the creator of this game is the reason minecraft exists. He made a game called infiniminer and Notch directly called the early versions of minecraft an infiniminer clone
From a content consumer perspective, even if you can program the whole thing without previewing each individual components steps, it’d be good to play those previews/tests. It’s a lot for me, a viewer who has beat the game, to keep up with
I would love to see how Tyler optimized everything in terms of speed or area, just to see the thought process cause its so damn interesting to see where the final product ended up from where he left off Edit: Without any cuts in the video i should add lol
i bought the game when the first video was uploaded and it's so cool to see the differences between my solution and aliens' solutions, i'm trying to play the next few levels before each vid comes out, i'm optimizing for cost first highly recommend u buy the game and follow along optimizing for different things or giving yourself your own restrictions/challenges, like trying to beat levels with as few arms as possible or only one of each reagent if it gives you multiple of the same atom
Those 26 cycles for health tonic can be done with two simple arms and one 3-arm with 4-instruction cycle program (i.e. 12 total instructions). . . (spoiler alert) . . . . . Basically you prepare two bonding glyphs and life in position where it can be transported by single rotation to both spots where it will be bonded. In first two steps you grap life and distilled water and move it on the bonding glyph with simple arms, these two arms will do reset instruction for next two steps. The 3-arm will grab second life at cycle 3 then rotate it to bonding spot and then continue rotation, now with final product to place where the final product will be dropped. So it does grab, rotate, rotate, drop, so it happens to be in its initial state because it is 3-arm.
I got an area of 14. You can press the number 2 while it is running to highlight the used area. 14 is 2 spaces more than the necessary parts (products, reagents, glyph of bonding, 1 arm)
I really enjoy watching this game and Last Call. I got past where you videos left off in the food game and am very interested in how you will solve the puzzles (I couldn’t manage to get fastest or cheapest on the later levels)
I still don't find that game really interesting to watch, but I have to say your tutorial and editing (with the arrows and zooms) helps a lot to understand what's happening. So that's cool.
note: you can make your code act like the start everytime it repeats by putting reset instructions at the start of every arm's instructions (that don't already have an instruction there) also note that this might be common knowledge, honestly, i haven't finished the campaign, much less a sort of optimization, so... yeah
Dude at 1 am while drunk as hell I thought you said glyph of bombing and not bonding and was very concerned Also thank you for putting arrows everywhere. Really helped me know what I was looking at lmao
I recently got the zacktronics bundle which contained the four zachtronics games I didn't yet have because I thought they looked interesting, but I have to say I just can't get my head around them and the puzzles just get to me (though I'm yet to give up on TIS-100 and molek-syntez is almost too easy so far). I was wondering why I couldn't get into them and then I remembered which games I already had: space chem opus magnum infinifactory And I've been finding molek syntez easy... Yeah turns out I only really like Zachtronic's *spacial* puzzle games, as opposed to the *coding* ones.
It might be possible to move the vitae to a place that the arm can rotate to grab 2 spaces away rather than extending to a 3rd space to cut down on area…
Imagine playing and trying to perfect games like polybridge and opus magnum, checking the leaderboards, and having one of the top players be "dildobike"
This video was much more manageable to understand what was going on, i feel a lot more explanations were made. However, there are still cuts in the video which make it like a spot the difference puzzle when trying to follow what is happening. I would reccommend not doing cuts mid puzzle for this style of game.
At 15:09 is there any reason to drop-retract-rotate-grab-rotate-drop-extend-extend than to rotate-drop-rotate-extend? Area-wise It's the same but the latter would be 4 cycles faster.
As much as i love watching puzzle games, even understanding whats going on... I dont find this one as enjoyable to watch compared to the other. You do what content you want to tho, ill give you the like and view regardless
Wait was this game based off that flash game The Codix of Alchemical Engineering because that was one of my favourites and this looks like that game but made better.
While this looks like it would be a lot of fun to play and experiment with, this does not seem like a game that makes for good viewing content unfortunately. Even with the tutorial, even "understanding" what's going on, I can't really keep up with why these changes make it faster without having played the game myself, and the interface does not do a good job of showing what will happen until you press play. :/