R sees what should be done, it's just so unstable he can't make it happen. Which leaves me wondering if that's why your card has no checkmark.
@Don G Rowe - To be fair about the check mark... I'm not a fan of the screen shots with the check mark as if an error will be returned from not being able to read the QR, it's probably a screen shot versus a save. The documentation for this forum says something to the effect that Only levels that can be won should be posted so no check mark is required.
@gmacpro Okay, thought I'd seen some discussions on this in the past. I usually try to provide checked cards when I submit just as a courtesy, but have probably missed one or two along the way.
@Don G Rowe In case you're still confused, this level card is from the export feature in the game, which can't have a checkmark attached. The export version is often used because it's cleaner, takes up less space, and is more reliable for scanning.
@Don G Rowe it is playable level. first step Spoiler move a draggable with R to the right.he starts to walk to the win but when he dropps both balls get on a fence ☺ second step Spoiler make a metal steps from a object in a lower part - send Rbot to push a stick behind to press a ball - need a wait a little bit
@Michal Spoiler Your second step just strands R at the top of the stairs. The only thing I could see to do is after the first move, pull that same slider hard in the opposite direction. That causes the movable T assembly to fall on the walkway where, presumably, R could push it over the win. But R is never able to do so because the fall is so unstable.
@Michal - I did both of those a few times and that was that. Nothing happened? I'll try again. Thanks for the info.
Sorry, game over - tried it twice - pushed the stick and therefore the ball and waited 2 minutes for nothing. I also went up the stairs as per @Don G Rowe without success.
@Don G Rowe When R is on top of stairs Spoiler there is a higher object next the stars.when you look close you can see draggable inside.you can use it to make a ramp
@Michal Honestly, I think that's even worse than using Tripping on Air as an intentional part of a solution. Those pillars had to pass through what appeared to be a solid metal structure to get into position. That is so counter-intuitive to the "normal" Mekorama environment that I don't think any player, no matter how experienced would ever think to look for such a thing. Plus, once you find it, it doesn't appear usable. It looks like a software glitch. Did you see that in Fester's slider demos/levels from a few months back? It's the only other place I've ever seen it. Don't get me wrong, I applaud your ingenuity in finding a way to use it. I just think it's one of those things we shouldn't do just because we can.
Thanks for the hints otherwise my B wouldn't have got it. Spoiler That hidden one was somewhat unstable but it did work most of the time.
@Don G Rowe Thank you for your comment. Well this is probably philosophic question. I have only these rules when creating a level: use only what I discover by myself - dont copy others tricks/creations cause why make something what is anywhere else? * use one feature only 1 or max 2 times * no time pressure. And definition "normal" in Mekorama - probably what appears in original 50 levels. And according this definition is this "pass through solid" on the same level as autopilot/claustrophobia/travers/falling and other using tricks. So I want to create only original levels - challenges. Where you should not use what you see in others but discover something new (well probably everything was discovered in Mekorama till now). Thank you for your comments again. I really appreciate your opinion.