[Member Intro] Hello and Help!

This one will be a different experience for sure.

Too bad I don't have the time to work on it today. I am really curious about how hard or confusing it will be to try to solve it for the first few times... What if it is impossible to solve it?
Lol they meant the title of this thread. You changed it from "Hello and HELPPP!!!!!!!!!!!!!!!!!!!!!!!!" to just "Hello and Help!"
 
I think the rotosphere 2 looks really cool, but often times when I click somewhere I can't decide which hemisphere turns.

EDIT: I think it popped :p
Screenshot 2020-07-11 at 08.55.57.png
 
I think the rotosphere 2 looks really cool, but often times when I click somewhere I can't decide which hemisphere turns.

EDIT: I think it popped :p
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It is a webGL player... Probably the worst-case scenario. What I can guess from this picture, is that the movement was interrupted halfway somehow... Once it is on Android or iOS the performance should be more stable.

When it comes to the direction of movement, as you play it becomes intuitive -- On the right side big tiles move it up, and triangles move it down. if you click on the left side, the opposite is true Big tiles go down and triangles go up.

If it is sideways, big tiles above the line move to the left, and big tiles below move to the right. Small tiles do the opposite. After a while, it becomes second nature. I was considering putting arrows on each tile, but I was concerned it would look more confusing than helpful.

My biggest worry is that the puzzle is too difficult... I will add level 1 with the white tiles between the stars... maybe even two easier versions one with two colors that need to move to each side of the sphere, and one with two stars of the same color for both ends.
 
I added a base level to RotoSphere2... (I now call it Icosa -- It is just a working name until I come up with something better.) Basically it has two colors that need to move to different sides of the sphere and create a nice borderline. I am afraid that this game might be too hard to solve. Maybe the half-half version will be a good training exercise. But even this still is difficult!
 
Here's my problem: Sometimes I'll click on a part of the sphere, and it will turn a side I don't want it to, then I click on the same triangle or pentagon 4 more times to align it back, but then a different hemisphere will turn...



After a while, you will be able to avoid those bad clicks and the movement will become very intuitive.
 
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Question:

Am I right to assume that Icosa is too difficult when it goes beyond 2 colors - that the half/half version is challenging enough?

I am thinking that this may be enough for this geometry and only this version should be included in the game... What do you guys think?
 
Since the second geometry is solvable after learning a few repeatable steps -- I am going back to include Level 4. This will be the second geometry with 4 colors -- The ending will be two dark stars on each end and light colors cutting the sphere in half... Although I have not been able to solve it yet, I think it is possible...

Have any of you played with the level 3?
 
By the way. I started looking at those two puzzles as "six-dimensional" (6d)... Each puzzle has 6 rotating axels. Especially with level 3 and now added level 4 the repercussions of every move are in all 6 "dimensions". The only non-standard part of those "dimensions" is that they are not perpendicular to each other, but angeled at 72 degrees -- otherwise, it is 6d ;)
Umm
I have a question

HOW DO YOU DO 6D IT LEGIT IMPOSSIBLE SCIENTISTS ARE LEGIT WORKING FOR 29 HOURS A DAY AND STILL HAVENT FOUND 4D WUT MY BRAIN CELLS ARE CORRUPT WUT 6 HOW BRAIN POWERING OFF...
 
Spacey, -- In terms of space, it clearly is 2d screen simulating 3d (since 3 is the lowest number of dimensions necessary to describe each point on the sphere). I am using "6d" in an abstract way -- you need to account for repercussions of each rotation around 6 axes. This is very similar to 3 axes of the Rubik's cube rotations. I am not starting a fight with established science -- just an amusing food for thought... If we allow dimensions to intersect each other at 72 degrees rather than 90 this little game is a playground for such deviation.

Of course, even in a real-world, Einstein showed that gravity disturbs this 90-degree requirement. Massive objects warp 3 dimensions so that the warped space no longer has dimensions intersecting each other at 90 degrees. It is observable in nature: https://www.extremetech.com/extreme...ional-lens-to-look-back-at-the-early-universe

The same thing happens when we project a two-dimensional plane on a sphere or other uneven surface: the Euclidian restrictions are removed... https://en.wikipedia.org/wiki/Non-Euclidean_geometry
 
Spacey, -- In terms of space, it clearly is 2d screen simulating 3d (since 3 is the lowest number of dimensions necessary to describe each point on the sphere). I am using "6d" in an abstract way -- you need to account for repercussions of each rotation around 6 axes. This is very similar to 3 axes of the Rubik's cube rotations. I am not starting a fight with established science -- just an amusing food for thought... If we allow dimensions to intersect each other at 72 degrees rather than 90 this little game is a playground for such deviation.

Of course, even in a real-world, Einstein showed that gravity disturbs this 90-degree requirement. Massive objects warp 3 dimensions so that the warped space no longer has dimensions intersecting each other at 90 degrees. It is observable in nature: https://www.extremetech.com/extreme...ional-lens-to-look-back-at-the-early-universe

The same thing happens when we project a two-dimensional plane on a sphere or other uneven surface: the Euclidian restrictions are removed... https://en.wikipedia.org/wiki/Non-Euclidean_geometry
Umm, wow, ok

This is why we need confused reaction
Wait, so can we do 4D if you keep it at 120 degrees?
 
I doubt that 120 degrees would give anything that would be seamless :)

I know about the 72 degrees because this is what I used when I created the 3d models. All tiles are copies of the same elements that were rotated by 72 degrees around 12 points on the opposite ends of 6 lines which are the axes of rotations
 

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I have questions regarding scoring.

I started implementing Leaderboards and Achievements... I would love your input. (Btw. if anyone wants to play on Android, please let me know. It works much smoother than WebGL, plus the GooglePlay Leaderboards are almost there. I will create iOS version after I finish Android)

Here is my thought:

1) Each level will have a separate leaderboard.

2) Since every scramble is different, it probably would make more sense to post an average time of several games, rather than the exact result of a single play. If so, an average of how many games should be reported? 3? 5? more?

3) Should the score be reported automatically or should there be a button for reporting scores?

4) Should there be an alternative scoring system for the least number of moves instead of time?

5) Should I allow reporting scores of games that were played over and over many times?

As to achievements --

a) the first one would be a badge for simply playing multiple games (After how many plays do you get a badge?)

b) 3 more badges would be after hitting certain low time averages (with different setting for different levels)

c) 4th badge would be for solving the 3rd level for the first time.

d) Solving the Layer 4 does require a mastery so this would be a big one. (I still was not able to do this -- the closest I've come was withing 3 misplaced tiles. I will need to create some training settings for level 4 as I did for level 3)

Any thoughts?
 
I believe it definitely would, solving a Rubik's cube requires logical thought process and critical thinking, which are used in almost if not every mind game/puzzle.
When I worked on it, it took me a month to create a star pattern...
 
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