![]() ![]() If you have more questions, I’ll be happy to give you more details. My source (written in my extended CS) is 183 lines, expanded by my tool to 418 lines of standard CS. I may look into that.Īs I briefly mentioned, to manage the complexity of the game (boolean arrays, XOR etc) I had to build a preprocessor to render loops and unroll things like variable creation. ![]() Or you may walk on the grid (N W E S) like in the game Kotor 2. I’m thinking how to have an efficient way to choose a position in the grid - you’d need two choices. The “unpredictability” makes every game here very different (I believe this is a more complex Satisfiability problem). But as soon as you learn the strategy, I believe all initial grids are similar. If the buttons are predictable, the game would be very similar to Lights Out (see link below), right? Yes, that could be an option. Would you start by always showing the hints? allows you to play the classic 2-colour game, with 50 built-in puzzles. Even with the hints, the solution can be very elusive. Repeatedly pressing a button changes a light and the adjacent lights from off to. Yes, they are randomly generated and every time the solution is different (you may need one or all buttons). these will be the default settings when you first start LIGHTS OUT) Please refer to the instructions for information on the other games in LIGHTS OUT. My idea was that, when you have the buttons mapped out, you can run the math to find the combination. These instructions will only deal with the REGULAR game of LIGHTS OUT using PRECOMP puzzles (Note. ![]()
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