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by Mouser X at 11:40 PM EDT on October 12, 2017
I actually like the cards more, because it made it more challenging (in my opinion). Before, I had to learn/figure out what worked, and how it worked (aka, I got stuff out of order a lot, and had to figure out what worked, and why). To me, it was part of the puzzle/game. However, if you're using this as an educational tool, then the puzzle pieces make more sense, as you're trying to teach people *how* to use this concatenative program method.

I'd also like to point out that where you needed a "6" and a "4" solution, my result wasn't accepted. I worked with the high numbers first, and worked my way down. Apparently, it wanted the exact answer, including the order. While that may be the intended behavior, it didn't work that way before the puzzle pieces were introduced. It left me a little confused as to why my solution wasn't working. I had all the right results and numbers. Of course, once I realized what the problem was (the order of my results), it was a simple fix. Still, I was a little annoyed that it didn't work this time, when it did last time. As I said though, that might be intentional, so I shouldn't complain too much, I suppose.

Regardless, thanks for posting. It was interesting to see how the different cards/pieces interacted with each other, and how to place them into a cognitive whole. Mouser X over and out.
by hcs at 9:28 PM EDT on October 15, 2017
Thanks Mouser! One more pass at this: pinion, where operations are animated.
by Mouser X at 12:46 AM EDT on October 16, 2017
I really liked the animation. For some reason it made the whole thing "click" in a way it hadn't before. I think it was being able to "see" the flow of information, and how it worked out. I also learned, right off the bat, that the order of information is important (thus removing the issue I had with the wrong answer with the puzzle pieces). Nicely done. Even so, I *still* got it wrong, but at least this time I'll take the blame. I forgot that "swap" would, of course, swap answers. I did work with high numbers first, which should have gotten the right result, but right as I was about to click "run", I thought "Wait a minute, I got it wrong last time. I'll switch the 5 and the 3 this time" (as I said, I forgot that "swap" would swap answers).

All that said, this was the easiest version yet. Partially because I've been through the questions multiple times now (and thus know the correct solutions). Mostly, though, it was because the "cards" were displayed in an order (not the correct order, of course. Re-ordering them is the point of the game), and were, for me at least, easier to "read" in the intended order. I think that, if you were to take this a little further, instead of having the cards in a column (or a row either, for that matter) when you start, have them in a randomized array/table. With the cards, I always had to pull all the cards out first (which at one point I thought "It would be nice if the cards were already displayed. It'd save me time having to pull them all out") and place them around the screen so they were all visible at once. With a randomized array, you don't need to worry about the order "giving away" the answer (at least, it's not likely, but it could, theoretically, happen, I suppose. By random chance).

In other words - I liked this version the most, but I felt it was too easy, mostly due to how the cards were displayed on loading each "level", because it was easier to "read" the program by already having the cards in a column. Obviously, (especially having done it multiple times) none of these "levels" are particularly complex, but this version required the least amount of work on my part to accomplish the goal.

It just occurred to me that one problem with a randomized array, is that people might not realize how to place the cards for the "run" command to interpret it correctly. I think this could be solved by having the array to the right, and the "solution column" to the left, under the "run" button. The column would have a number of empty boxes (one for each card), thus indicating that the cards are to be placed in the empty boxes.

Thanks again for this small enjoyable exercise. I like your different ideas to teach programming in entertaining ways (I don't know how effective it is for *me*, but I have had fun with your ideas). I still like your programmable labyrinth the most though (I need to go back to that one. I never "beat" it...). I can think of ways to expand on that idea, and maybe even make it a marketable idea (change the "box" you move into a graphical character, probably a robot. Maybe find a way to add in adversaries that also move?). Mouser X over and out.
by hcs at 12:26 AM EDT on October 17, 2017
Thanks again for trying it out and sharing your insight, Mouser! I've been trying to make it easier so the actual puzzle is the hard part, not just figuring out what is going on. I made another change (same address, pinion, old version now at pinion.old) to hopefully make it even a little more obvious, now both the data and the program should read in the right order to English readers: the program reads top to bottom and the data left to right. Also cleaned up the interface and animations a little and added a few puzzles, but not going to be much challenge if you've already been through it.

edited 12:27 AM EDT October 17, 2017

edited 12:28 AM EDT October 17, 2017
by hcs at 12:58 AM EDT on October 18, 2017
Hey, anyone remember Don't Fall? I made two levels: Level 2, Level 3.
by hcs at 3:36 AM EST on November 9, 2017
Ken Perlin open sourced his AR presentation/conversation sketching system called "Chalktalk" the other day. I contributed in minor ways to a previous incarnation of the idea (mostly around hooking up circuits and graphs).

edited 3:38 AM EST November 9, 2017
by Mouser X at 2:01 AM EST on November 11, 2017
I couldn't think of a better place to put it, so hopefully more people read this thread/post and check it out.

Nintendo Life posted an interview with Nick Dwyer, who apparently has created a documentary on video game music. Check out the interview here. It was pretty interesting. Most of his "research" is in regards to early VGM (aka, 80's era, so a lot of chiptunes, but he does get to the SNES era). I liked that he mentioned the FM towns stuff. I've never been very successful at getting HOOT (and whatever else) running, so I haven't listened to much stuff from those machines. It did make me wonder how he (Nick) listened to it though, and if he'd be at all interested in the collection we've got going here (which is largely thanks to this great community, and obviously a HUGE thanks to Knurek for curating it all, and JoshW for hosting!). Check it out (there's videos too). Mouser X over and out.
by hcs at 3:14 AM EST on November 23, 2017
Some interface experiments:
dragn - Drag out from the square to add new squares, drag backwards to delete. Somewhat satisfying.

further - solves a maze as you construct it, tap to add walls or drag objects (including a key and locked doors) to move them

stump - 1D strings of puzzle pieces

edited 3:14 AM EST November 23, 2017

They all save state, and stump and dragn have pinch to zoom/drag background to pan and a little inset map.
Requires modern browsers, I didn't compile down with Babel.

edited 3:17 AM EST November 23, 2017
by hcs at 6:34 PM EST on November 25, 2017
Ok puzzle fans, a puzzle! rules

Mainly for touchscreens but playable with a mouse.

edited 6:34 PM EST November 25, 2017

edited 10:05 PM EST November 25, 2017

edited 10:52 PM EST November 25, 2017
by hcs at 8:26 AM EST on November 29, 2017
Realized I'd made some dumb decisions with the way rules are displayed, hopefully this version isn't hard in nonmeaningful ways:

Various Rules v7

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