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.
Interesting! I'd never heard of it until now. (Patience is kind of a funny name for it, considering Patience is also the name for Solitaire in several languages…) I am impressed. It has a bit more polish and, being a phone app, it has some persistent data (like unlockables and stuff), which is pretty cool. It also tracks lifetime "monsters spawned" for stepping on green tiles, but without a per-maze counter I feel like it doesn't motivate you to avoid them. Most important thing is that all mazes are solvable. I didn't spend much time talking about other people's implementations but I found at least three on Google that will give unsolvable mazes. So props to Patience for addressing that. I wonder if their solution paths are more like the "straight" technique or like the "sine wave" technique? By only allowing short & wide mazes, it probably doesn't matter. One thing that stands out however is that red tiles are made to behave like yellow tiles - the player is knocked back. Also, yellow tiles only electrify their immediate neighbors and not entire bodies of blue tiles (fun fact: we can't know for sure how Undertale would have handled that, as it never actually happens in Mettaton's puzzle!) With these two differences it feels like a slightly different game - revolves much more around purple tiles and sliding around. Thanks for sharing!
Clicked on this vid to say exactly this, I was obsessed with it for a good while! I remember getting all the achievements in like a day, the Beat A Hard Level Very Fast one took forever!
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
"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'd say that's a feature, not a problem, especially because of how hard it is actually to get any value out of this
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.
@@uckbritley1305 it was probably their first time and they probably spent more time taking in the lore and looking for extra things they could've missed
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
It technically occurs when escaping mettaton, just the green button only makes a sound effect instead of fighting a monster. That's probably the closest thing we'll get to an actual color tile puzzle in undetale, if you dont count Alphys Takes Action where she uses the maze multiple times as an attack with functioning properties
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)
There is a generation technique called "wave function collapse". RUclips recommended me videos about it a few weeks ago. And I have to say, that this looks like the perfect nail for that hammer.
Unfortunately, the scent (a state, the bane of functional programming) can't be expressed in a way that the WFC algorithm can work with. You might be able to generalise the algorithm but it would be a big task
@@ysqys2176 rather than communicate it as a state, would it be easier to just say that there has to be a path from a purple tile to a water tile that isn't interrupted by an orange tile for the main solution's path?
One thing that comes to mind that I might have tried to generate the solution path is backtracking. Don't weigh which direction the path can go in, let it have an equal chance to go in any direction. If that direction already has a tile, try again in a different direction that hasn't been tried yet. If there's already a tile in every direction, go back a step and discard the tile you just placed, and then try a new direction from this previous tile (this requires all tiles of the solution path to keep track of which directions you've tried before). Eventually, a path without obstructions will be found, and you just keep going until you land on a tile on the right side, with a path that has potentially weaved in all sorts of directions.
@@Diathan Hmm, yeah, fair enough, I didn't really think about that, it could result in thick paths.^^' Perhaps a modified version would work where you first check if there's a gap of at least one tile?
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
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.
So far I've watched two videos from this channel, and they were both rivetting, engaging, detailed, fun, flawlessly edited, and lovingly made masterpieces on two completely disperate topics. Whatever the hell y'all are doing, PLEASE keep it up
Somebody did make this on iPad ages ago and i loved it, thanks for making this. There are a few things that don't work, like purple tiles leading into water while you have orange flavour but much better than the completely random one
Hmm, what doesn't work about that? When you step on the purple tile, your flavor immediately becomes lemons, allowing you to slide into the water. I'm glad you like it, all the same!
@@CodeWeaverCW Sorry I went back in and tested it and I’m guessing it must’ve been next to an electric tile I missed and that’s why it wouldn’t work, for me. I just saw that other comment and yeah the game I was talking about was Patience. Sorry if I sounded negative in this comment this game is amazing.
I watch this video over and over again since I was recommended it! This video is so fun to listen to! I am interested in what you are going to post next!
This will likely never be seen but how I would generate the mazes would be three wide columns that I makes sure connects to the previous path, it would generate random mazes and even possibly generate unexpected paths as well
This video is wonderfully produced. I was genuinely disheartened when I went to your channel to find more content like this, but found none. Although, I suppose it's even more impressive if this was your first shot at making this kind of video! The humor, the editing, the pacing, the explanations, the humor, the visual representations of what you're talking about - all spot on. I would watch many more videos from you in this style ("I wanted to make a thing, here's my journey"). I look forward to seeing what you make next :)
I legit have a plan for a "breaking the game" bossfight where one of their attacks involves pulling one of these puzzles out of the leftover code bin lol.
this is absolutely great. the only problem i had is that sometimes in the path that i have to follow theres a purple tile next to the sides of the maze and that can get me trapped
first vid i’m seeing from your channel and Damn. i know nothing about programming (only basic HTML) but this video is so entertaining and interesting! definitely learnt a bit today and i’ll totally play ur game 👍 awesome job
Wow dude this video is much better than i expected. I thought of some random guy making a trashy mobile app or something definitely underrated I am subbing!
in theory i could use your level editor to store any arbitrary file and then later retrieve it as you hooked your DB straight into the share function. you should consider a rate limit or a timeout for stored mazes. great video regardless
I can't believe this is the same channel I've come across twice now for different reasons lol (only other time I've done this was with jan Misali which is funnily enough also a conlang channel)
If It was unsolvable, any chance you can share the level so I can take a look at it? It's possible I overlooked something. It _might_ still be in your browser history if you clicked away
Thank you so much for sharing this with the community ! It's always nice to see your thinking path along the way, and I personally really enjoy coding and making games
7:45 As a currently 3 shots of absinthe person I'd like to say that the image of chicken and an egg is telling. You name the less preferable sollution result first. As someone who knows next to nothing about engineering and programming I still was telling myself that the second option was way preferable. I think that it's because we read from left to right and that the egg is on the right, that the second option is way smarter. I think that it's a very good argumentative tool (even if unintentional) to make your point. Good editing man. (This took me almost 20 minutes to write wtf am I doing with my life?) Greetings from Sweden ♥️♥️♥️
@@NotSomeJustinWithoutAMoustachei feel like i've been seeing less of christopher moon and more of the advertisement, but i've been watching less undertale videos so it's hard to tell
@@EnoEso Him and Funny Fox are kinda' like 2nd gen Christopher Moons in the same way that Just Some Guy With a Mustache and owo are like the 2nd gen Justin Y, though I have seen quite a bit of TheAdvertisement, Undertale related comments that are like, 5-6 years old (usually on far underrated vids than the ones Chris's been on).
I like that this is a thing (I can't find many others like this), but when a row/column of three tiles is Yellow, Purple, and Yellow in that order, things get more than a little buggy. The first movement from the Purple tile to one of the Yellow tiles doesn't visually update the position of the soul. Trying to move again has caused me to sometimes move through the yellow tile entirely or even on top of it. It's honestly kind of weird, and I don't know why this is happening.
Hahahaha… I've run into that just a couple of times. Might have to make a pull request soon. I haven't gotten to the bottom of it myself, but what's happening is, the player gets physically (and not visually!) stuck in one of the yellow tiles. When stuck inside unsafe tiles, you can actually move through them like "normal" until reaching a safe tile, as long as you're not moving from red to red (in which case the move is ignored). This weird behavior happens with all other unsafe tiles because it forces you back into an illegal position, but all moves assume you're coming from a legal position. You can always Reset if this happens.
"What’s next?" maybe making frisk? And animations? And other stuff that make you feel more like you’re playing the real tile puzzle? That would be pretty cool.
A very simplified form of this game is an area of active mathematical research. Percolation theory is the study of whether tile puzzles like this are solvable given a random initial configuration. These games can model all kinds of statistical and physical phenomena, including phase transitions for states of matter, physical properties of materials, network connectivity for distributed systems, the spread of infectious diseases, the fragmentation of animal habitats, the fragmentation of capsids and other proteins and biological structures, neural activity and connectivity for regions of the brain, and solution geometries and probabilistic algorithms for certain classes of problems in computer science.
Hey, if ever you can, what if you made a website/added onto this one a X/O tile maze mode? Based less on the introduction one, and more on the one Papyrus tried to make look like his face. I think that puzzle is also interesting in a sense; it can have the same potential as RainbowMaze. :) Better; less animations are needed cuz there aren't any in-game.
weird thing is, I memorized the rules red tiles are impassible, orange tiles are orange-scented, yellow tiles are electric, they push you back, green tiles are alarm tiles, blue tiles are water tiles, if you are orange or if its next to a yellow, you get pushed back, purple tiles are slippery, they make you slip to the next tile, but they make you lemony, its kind of the opposites of orange and yellow combined.
I hope you revise the code a bit further because I would love if you could turn on purple tiles, as that functionality is the only thing keeping the movement of yellow tiles vs red tiles separate
2:03 i wanted to just 'do' the puzzle in the game since i knew the more usual path would be not being able to do it. (and also to show off to mettaton) uh.. thanks, that saves time.. especially after the spider fight with the way i played it
> generates random maze
> intended path stretches well in every direction
> random filler tiles make a straight line to the goal
Pov you are papyrus
17:34 “To be honest, I don’t know how exactly it works”
This is the most relatable software engineering thing ever
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.
Interesting! I'd never heard of it until now. (Patience is kind of a funny name for it, considering Patience is also the name for Solitaire in several languages…)
I am impressed. It has a bit more polish and, being a phone app, it has some persistent data (like unlockables and stuff), which is pretty cool. It also tracks lifetime "monsters spawned" for stepping on green tiles, but without a per-maze counter I feel like it doesn't motivate you to avoid them.
Most important thing is that all mazes are solvable. I didn't spend much time talking about other people's implementations but I found at least three on Google that will give unsolvable mazes. So props to Patience for addressing that. I wonder if their solution paths are more like the "straight" technique or like the "sine wave" technique? By only allowing short & wide mazes, it probably doesn't matter.
One thing that stands out however is that red tiles are made to behave like yellow tiles - the player is knocked back. Also, yellow tiles only electrify their immediate neighbors and not entire bodies of blue tiles (fun fact: we can't know for sure how Undertale would have handled that, as it never actually happens in Mettaton's puzzle!) With these two differences it feels like a slightly different game - revolves much more around purple tiles and sliding around.
Thanks for sharing!
I have it and unlocked the perseverance mode! Very fun
i played a lot of times, but never 100% it
Clicked on this vid to say exactly this, I was obsessed with it for a good while! I remember getting all the achievements in like a day, the Beat A Hard Level Very Fast one took forever!
I actually was about to comment about that
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
"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'd say that's a feature, not a problem, especially because of how hard it is actually to get any value out of this
You are so underrated
i love how readable your code is lmao
me who have mayby more than 4k hours on undertale
:)
so curious what the easter eggs are lol
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.
Oof
DAYUM
It took you 3 days to get like 50% of the way through undertale??????? Bro its like a 4-6 hour long game
@@uckbritley1305 it was probably their first time and they probably spent more time taking in the lore and looking for extra things they could've missed
@@uckbritley1305 what if youre not playing more than a couple hours a day?
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
It technically occurs when escaping mettaton, just the green button only makes a sound effect instead of fighting a monster. That's probably the closest thing we'll get to an actual color tile puzzle in undetale, if you dont count Alphys Takes Action where she uses the maze multiple times as an attack with functioning properties
@@SussusAmogus-r4o I wish you could fight a monster with the tiles-of-green ;(
There’s hope in deltarune.
@@SussusAmogus-r4o "THEY MAKE A SOUND, AND YOU FIGHT A MONSTER
WELL THAT MONSTER...
IS ME!"
@@SussusAmogus-r4o
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)
Time to pixel art rickroll and send people the link. Now it's "Papyroll" (maybe?)
How the heck are you everywhere
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
In fact you can get soflocked in the mettaton one, I actually got soflocked the first time.
A toggle option for an anti-soft lock function when generating the mazes would be cool
Skill issue /j
@@masterblaster38 The Mettaton puzzle is preset so it’d be funny if there was a softlock in it that went unnoticed
@@prcr364 there is one I am not joking XD
I actually got soflocked.
There is no sentence that more completely encapsulates the coding experience than; "I don't know how exactly it works."
"The solution paths are too straight, we need to make the gayer"
This is an example of perfection.
Yes
Me in a nutshell
Fr
mood
@@Lilly-Lilac saame
There is a generation technique called "wave function collapse". RUclips recommended me videos about it a few weeks ago. And I have to say, that this looks like the perfect nail for that hammer.
For this specifically it'd require kind of complex rules because of the whole water/electricity thing, but that's what I thought of too!
Unfortunately, the scent (a state, the bane of functional programming) can't be expressed in a way that the WFC algorithm can work with. You might be able to generalise the algorithm but it would be a big task
@@ysqys2176 rather than communicate it as a state, would it be easier to just say that there has to be a path from a purple tile to a water tile that isn't interrupted by an orange tile for the main solution's path?
@@wisppandemonium8106 But that's not the requirement. purple or water tiles may not show up on the solution path at all.
@@cameron7374 Not exactly, but putting that as a requirement means that the path to the end can't be blocked by being the wrong flavour.
One thing that comes to mind that I might have tried to generate the solution path is backtracking. Don't weigh which direction the path can go in, let it have an equal chance to go in any direction. If that direction already has a tile, try again in a different direction that hasn't been tried yet. If there's already a tile in every direction, go back a step and discard the tile you just placed, and then try a new direction from this previous tile (this requires all tiles of the solution path to keep track of which directions you've tried before). Eventually, a path without obstructions will be found, and you just keep going until you land on a tile on the right side, with a path that has potentially weaved in all sorts of directions.
9:36
@@Diathan Hmm, yeah, fair enough, I didn't really think about that, it could result in thick paths.^^' Perhaps a modified version would work where you first check if there's a gap of at least one tile?
@@WiiAndii but then there's the problem where you have to end at the right side.
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
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.
"The solution paths are too straight. We need to make them gayer."
Made me die and come back to life again while laughing
after watching this video i memorized the once incomprehensible rules of this puzzle
So far I've watched two videos from this channel, and they were both rivetting, engaging, detailed, fun, flawlessly edited, and lovingly made masterpieces on two completely disperate topics. Whatever the hell y'all are doing, PLEASE keep it up
Damn even managed to slip in a yanderedev roast, not bad😂
You know I had to do it to em
Dude your Papyrus voice is PERFECT.
Somebody did make this on iPad ages ago and i loved it, thanks for making this. There are a few things that don't work, like purple tiles leading into water while you have orange flavour but much better than the completely random one
Hmm, what doesn't work about that? When you step on the purple tile, your flavor immediately becomes lemons, allowing you to slide into the water. I'm glad you like it, all the same!
@@CodeWeaverCW Sorry I went back in and tested it and I’m guessing it must’ve been next to an electric tile I missed and that’s why it wouldn’t work, for me. I just saw that other comment and yeah the game I was talking about was Patience. Sorry if I sounded negative in this comment this game is amazing.
Okay, hold up, at 14:49, is that the code for fuckin Yandere Sim? If so, damn that's an elegant slight to Yandere Dev. Good coding and good shade.
I remember always being a little disappointed when the first tile puzzle was a joke, so I’m exited to play this
17:00 'The solution paths were too straight, we wanted to make them gayer' - CodeWeaver 7/7/2022
I watch this video over and over again since I was recommended it! This video is so fun to listen to! I am interested in what you are going to post next!
This will likely never be seen but how I would generate the mazes would be three wide columns that I makes sure connects to the previous path, it would generate random mazes and even possibly generate unexpected paths as well
9:10
Bravo, you have won debugging
the video quality is so good i thought you had like 200k subs or something
This video is wonderfully produced. I was genuinely disheartened when I went to your channel to find more content like this, but found none. Although, I suppose it's even more impressive if this was your first shot at making this kind of video!
The humor, the editing, the pacing, the explanations, the humor, the visual representations of what you're talking about - all spot on. I would watch many more videos from you in this style ("I wanted to make a thing, here's my journey").
I look forward to seeing what you make next :)
You know, funny enough, the maze you showed off at 11:06 is impossible, because the yellow tile makes the top blue tile impassible.
I think that was part of the point, too.
It was the point.
Ukraine is truly cringe
@@ChangedMyNameFinally69 cope
@@ChangedMyNameFinally69I don't think so.
13:47
I'm aMAZEd with this video, ty for doing this, surely I'll play this when I get home
it's great to know I can now make a tile maze so big it physically could not fit in Hotland
I somehow memorized the rules of the puzzle during my first playthrough and still do years later.
Watch them pull this together unironically in Deltarune out of nowhere
That actually sounds like something Toby would do
I could see that! Maybe even add in a few more colors and what those new colors would do and boom! Chapter 3 Deltarune Meme in a nutshell! …Maybe
I legit have a plan for a "breaking the game" bossfight where one of their attacks involves pulling one of these puzzles out of the leftover code bin lol.
Awesome! Great example of taking something into your own hands.
Yet again, everyone gives Papyrus the same exact voice
The Skeletor voice works well for him
Great video! Thanks for uploading!
The voice acting is great haha
this is absolutely great. the only problem i had is that sometimes in the path that i have to follow theres a purple tile next to the sides of the maze and that can get me trapped
first vid i’m seeing from your channel and Damn. i know nothing about programming (only basic HTML) but this video is so entertaining and interesting! definitely learnt a bit today and i’ll totally play ur game 👍 awesome job
Wow dude this video is much better than i expected. I thought of some random guy making a trashy mobile app or something definitely underrated I am subbing!
in theory i could use your level editor to store any arbitrary file and then later retrieve it as you hooked your DB straight into the share function. you should consider a rate limit or a timeout for stored mazes. great video regardless
Honestly if someone went using my editor as a file store, I'd be flattered LOL
But yeah, you're right. Good catch!
@@CodeWeaverCW time for me to make a RUclips video then lmao
as an aspiring programmer who was having a hard time visualizing the use of trig in programming, this video was very helpful haha
i saw this video thumbnail and went on a journey to try to make it in scratch. it went surprisingly well tbh.
13:09 PLAID TILES ARE WHAT, PLEASE I NEED TO KNOW 😭
17:05 pure joy XD
I need more videos from this man. please. i beg of you make more content.
I can't believe this is the same channel I've come across twice now for different reasons lol (only other time I've done this was with jan Misali which is funnily enough also a conlang channel)
I would like to point a thing out, after reseting, the time and score stay the same as they were before the reset
I think that's intentional because the reset button is for escaping softlocks
Not only can you make a challenging game
You can also make a really spot on papyrus impression!
4:25 Your Papyrus voice is almost as impressive as coding the tile puzzle! xD
i swear that "ifgoingtosnag" & "don't" made me laugh
Wow your underrated you deserve to get more views because this is really cool
Im quicy son of quincy
"nothing gets past my bow" famous last words
Behold, an underrated video!
First try i got a maze that has a softlock. I couldn't avoid it either. It was on the correct route, all the other routes were dead ends.
If It was unsolvable, any chance you can share the level so I can take a look at it? It's possible I overlooked something. It _might_ still be in your browser history if you clicked away
"I don't use twitter"
Good.
Why does this dude sound like he's using a voice modulator to make his voice sound deeper than it really is
Thank you so much for sharing this with the community ! It's always nice to see your thinking path along the way, and I personally really enjoy coding and making games
Ahh, this is great! thanks for making this
Throughout your mazing adventure, you've been collecting pts. What does pts stand for, you ask? Potential Threats, of course.
Props to the paper for being there so he could make this video
The paper always coming up
really cool implementation of this minigame, love it!
Wow this video is awesome!
I think I was just your thousandth subscriber, but you deserve way more! :)
i used to play one game on my phone called patience, its basically this
but damn, yours is like the deluxe version of it, its so well made
The online tile generator at the beginning gives of bogosort energy
This is actually really cool. instant sub!
7:45
As a currently 3 shots of absinthe person I'd like to say that the image of chicken and an egg is telling. You name the less preferable sollution result first. As someone who knows next to nothing about engineering and programming I still was telling myself that the second option was way preferable.
I think that it's because we read from left to right and that the egg is on the right, that the second option is way smarter.
I think that it's a very good argumentative tool (even if unintentional) to make your point.
Good editing man.
(This took me almost 20 minutes to write wtf am I doing with my life?)
Greetings from Sweden ♥️♥️♥️
I still remember how excited I was to beat the tile puzzle in Mettaton's dungeon.
You're slowly becoming more "everywhere" than Christopher Moon is lol.
@@NotSomeJustinWithoutAMoustachei feel like i've been seeing less of christopher moon and more of the advertisement, but i've been watching less undertale videos so it's hard to tell
@@EnoEso Him and Funny Fox are kinda' like 2nd gen Christopher Moons in the same way that Just Some Guy With a Mustache and owo are like the 2nd gen Justin Y, though I have seen quite a bit of TheAdvertisement, Undertale related comments that are like, 5-6 years old (usually on far underrated vids than the ones Chris's been on).
@@NotSomeJustinWithoutAMoustache Hey I'm just as old as Christopher Moon!
@@TheAdvertisement Yeah lol I've seen some of your comments on OG Undertale vids almost 7 years ago
an underrated channel thats actually underrated???
this was a good video, thank you
IS THIS YOUR REAL VOICE?? YOU SOUND LIKE A GOD
Ive managed to softlock myself multiple times, the purple into eletricity seems to be slightly broken
I like that this is a thing (I can't find many others like this), but when a row/column of three tiles is Yellow, Purple, and Yellow in that order, things get more than a little buggy. The first movement from the Purple tile to one of the Yellow tiles doesn't visually update the position of the soul. Trying to move again has caused me to sometimes move through the yellow tile entirely or even on top of it. It's honestly kind of weird, and I don't know why this is happening.
Hahahaha… I've run into that just a couple of times. Might have to make a pull request soon.
I haven't gotten to the bottom of it myself, but what's happening is, the player gets physically (and not visually!) stuck in one of the yellow tiles. When stuck inside unsafe tiles, you can actually move through them like "normal" until reaching a safe tile, as long as you're not moving from red to red (in which case the move is ignored). This weird behavior happens with all other unsafe tiles because it forces you back into an illegal position, but all moves assume you're coming from a legal position.
You can always Reset if this happens.
good work king, love you
Functions rule, they make stuff so much easier
in snowdin i got so sad because i was really excited for the puzzle, and when i finally got to hotland i was so happy
17:02 Best quote of the video
mmm yes mmmmmmmm
Wow i thouht you had 648k subs because of your quality, Nice work!
you have the small content creator charm, here have a sub
This guy is what I imagine sans sounds like
It's Undertile, not undertale, they actually named it wrong and couldn't be bothered fixing it
Underrated you need more sub
"What’s next?"
maybe making frisk? And animations? And other stuff that make you feel more like you’re playing the real tile puzzle? That would be pretty cool.
Yeah, that would be awesome!
Adding tile animations is on my list! And if someone wants to add Frisk / other characters, I'd accept a pull request.
holy shit i didn't know sans made a coding channel after undertale's story.
Na man this dude has spent so much time into all his stuff.ONLY 950 SUBS WE GOTTA GET HIM TO ATLEAAAST 5 K
IN TWO DAYS WE GOT MORE THAN 500 SUBS LESS GOOOO
3.6 K NO WAY!
WE GETTIN THERE LE'S GOOOOO
A very simplified form of this game is an area of active mathematical research. Percolation theory is the study of whether tile puzzles like this are solvable given a random initial configuration. These games can model all kinds of statistical and physical phenomena, including phase transitions for states of matter, physical properties of materials, network connectivity for distributed systems, the spread of infectious diseases, the fragmentation of animal habitats, the fragmentation of capsids and other proteins and biological structures, neural activity and connectivity for regions of the brain, and solution geometries and probabilistic algorithms for certain classes of problems in computer science.
17:04 "The solution paths were to straight. We needed to make them gayer."
few glitches, such as you can easily max out your points if you just hold left and right at the same time on a strip of green blocks.
Hey, if ever you can, what if you made a website/added onto this one a X/O tile maze mode? Based less on the introduction one, and more on the one Papyrus tried to make look like his face. I think that puzzle is also interesting in a sense; it can have the same potential as RainbowMaze. :) Better; less animations are needed cuz there aren't any in-game.
AND SO
MUCH LIKE THE SOULS OF THE MONSTERS FROM THE UNDERWORLD
THE DREAM RISES UP FROM THE DEPTHS OF HELL
weird thing is, I memorized the rules
red tiles are impassible, orange tiles are orange-scented, yellow tiles are electric, they push you back, green tiles are alarm tiles, blue tiles are water tiles, if you are orange or if its next to a yellow, you get pushed back, purple tiles are slippery, they make you slip to the next tile, but they make you lemony, its kind of the opposites of orange and yellow combined.
I hope you revise the code a bit further because I would love if you could turn on purple tiles, as that functionality is the only thing keeping the movement of yellow tiles vs red tiles separate
Wow an actual underrated channel
CodeWeaver explaining the rules as Papyrus sounds like TF2 Medic, like, no joke
i appreciate the lack of softlock prevention just like the original
That's awesome!!! totally subbed
2:03 i wanted to just 'do' the puzzle in the game since i knew the more usual path would be not being able to do it. (and also to show off to mettaton)
uh.. thanks, that saves time.. especially after the spider fight with the way i played it
this is what i needed bro this is so fucking good
nice work
society is glad
Papyrus part was voiceacted! The attention to details wow