Also, you might be interested in my scenario here (which is used to determine which characters are persistent with userinfo):
http://www.greenfoot.org/scenarios/10508
So you can determine the possible bitspace.
I did a save feature in my Tangled Escape game and I used the random seed method, and used rest of data for determining the fog-of-war. This maze here is similar to my Workshop scenario where you are saving walls - which you should only need to save two walls per "cell/room" since the other two walls are shared with adjacents
@JohnSherer, the ability to show others how your Greeps move is not implemented here since I don't think it would be desired. Watching how Greeps move can shed a lot of light on what the code is doing such as how the code uses the different elements such as the paint the Greeps spit. I don't see a score for you, were you not running your code in this scenario here onsite?
@JohnSherer, first via the rules and nature of the competition, code should not be shared. Note your code should be saved on the scenario, and I believe it is printed out to the console. Lastly, there is a way to get copy and paste to share the clipboard with your system clipboard, mentioned in the scenario description above.
I made a traffic system found here: http://www.greenfoot.org/scenarios/8256 and I think each intersection had a queue, but also took into account turns and what can go simultaneously through the parts of the intersections
@drhorriblejr, Each town has 9 properties. One or two may be filled. On a less populated town you can scroll around on the map and find a property that has a sale sign.
2014/4/3
UserInfo Jumbo Maze Demo
2014/4/3
UserInfo Jumbo Maze Demo
2014/3/25
UserInfo Greeps
2014/3/24
UserInfo Greeps
2014/3/20
Traffic Control
2014/3/20
Traffic Control
2014/3/13
UserInfo IM
2014/3/12
Residents
2014/3/11
Residents