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#1 2016-11-10 04:10:54

ninjasupeatsninja
Member
From: USA (hooray!)
Registered: 2015-04-05
Posts: 1,223

Switch Optimization

I've decided to take some of my old switch levels, and optimize them to their best, and I do not think they could get faster at all.

So in celebration of that, gere I decided to say that if one of your switch systems are being slow, you can ask anybody here to optimize it to its fullest potential, while not breaking!

So just post your system and a link to the world and let's all optimize it!

Anyways, just remember to read the thick manual on optimization tricks so you can learn everything on how to speed up your switch systems!

Thick manual on optimization tricks

Last edited by ninjasupeatsninja (2016-11-10 06:26:37)


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#2 2016-11-10 04:14:01

ninjasupeatsninja
Member
From: USA (hooray!)
Registered: 2015-04-05
Posts: 1,223

Re: Switch Optimization

~-will put some stuff here for like maybe important notes or something-~

Last edited by ninjasupeatsninja (2016-11-10 06:25:34)


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#3 2016-11-10 04:32:33

12345678908642
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From: canada
Registered: 2015-08-15
Posts: 1,350
Website

Re: Switch Optimization

portal momentum: I found that you don't need to place a oneway on the exit portal, only the entrance one. Also, halfblocks work too, or a blank space/action block.
mechanic movement: I rarely have more than 3 switches after a boost but my boost lines are often >15 switches long and since i care more about space anyway, I feel like it's better to have the main line going down so I don't need to add additional boosts.

The ice is a good tip though, never thought of that!

Last edited by 12345678908642 (2016-11-10 04:34:15)


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#4 2016-11-10 05:09:05

ninjasupeatsninja
Member
From: USA (hooray!)
Registered: 2015-04-05
Posts: 1,223

Re: Switch Optimization

12345678908642 wrote:

portal momentum: I found that you don't need to place a oneway on the exit portal, only the entrance one.

oh my gosh sorry for slow framerate but you can barely see the screen bumping.

PwkG7Ch.gifv

The entry portal is up top, the exit portal is below just to clarify.

However if I switch it around, add a one way to the exit portal and a block to the entry portal, your point stands true.

To clarify more, the entry portal is the portal that begins the mechanic, and the exit portal is the portal that takes you into another portal.

Last edited by ninjasupeatsninja (2016-11-10 05:09:45)


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#5 2016-11-10 05:17:31

12345678908642
Member
From: canada
Registered: 2015-08-15
Posts: 1,350
Website

Re: Switch Optimization

um, that's putting the block behind the entry portal and the oneway by the exit portal.

i'm not actually too sure how you messed those up - entry is the one you ENTER (go into) and exit is the one you EXIT (come out of)


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#6 2016-11-10 05:37:05

ninjasupeatsninja
Member
From: USA (hooray!)
Registered: 2015-04-05
Posts: 1,223

Re: Switch Optimization

12345678908642 wrote:

um, that's putting the block behind the entry portal and the oneway by the exit portal.

i'm not actually too sure how you messed those up - entry is the one you ENTER (go into) and exit is the one you EXIT (come out of)

should I call them initializing and finishing portals? the initialization portal starts the mechanic and the finishing portal ends it?
Also attempted to classify a little better:
"If it's an entry portal, add a oneway at the opposing side of entry, meaning add a one way before/behind the entry. If it's an exit portal, add a oneway in the direction it's going, meaning after the portal."


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#7 2016-11-10 05:44:15

12345678908642
Member
From: canada
Registered: 2015-08-15
Posts: 1,350
Website

Re: Switch Optimization

Keep thin lined outlines: If you keep it one thin with a horizontal boost line like that, the player can hold left and stall themselves in the system. This is why I prefer making it vertical in the first place, but you need to have a few that are 2 thick.

Also I'm not quite sure if you got what I mean...
switch optimization: clAZSR6.png are identical in function

Last edited by 12345678908642 (2016-11-10 05:44:28)


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#8 2016-11-10 05:58:14

ninjasupeatsninja
Member
From: USA (hooray!)
Registered: 2015-04-05
Posts: 1,223

Re: Switch Optimization

12345678908642 wrote:

Keep thin lined outlines: If you keep it one thin with a horizontal boost line like that, the player can hold left and stall themselves in the system. This is why I prefer making it vertical in the first place, but you need to have a few that are 2 thick.

Also I'm not quite sure if you got what I mean...
switch optimization: http://imgur.com/clAZSR6.png are identical in function

Wooted because I understand what you mean.
The one ways make it so the outline's functionality still stands, as the player cannot jump into the portals.
Also, I just tried to hold left and up in the system (as well as just left) didn't work, however i suspect for a longer system it might break.


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#9 2016-11-10 06:01:19

12345678908642
Member
From: canada
Registered: 2015-08-15
Posts: 1,350
Website

Re: Switch Optimization

ninjasupeatsninja wrote:

Also, I just tried to hold left and up in the system (as well as just left) didn't work, however i suspect for a longer system it might break.

well yeah, that's only a concern for something that has a length higher than 2 (side passages depending on switches). If you make it 10 long you *need* an extra boost to keep speed up - thus forcing a 2 wide wall. I still prefer vertically doing down ones because I don't need to worry about that tongue

also as a note, as I prefer compact over anything else, I often make my exit portals ALSO entrance portals - it works pretty well for making things smaller and not faster.

Last edited by 12345678908642 (2016-11-10 06:04:23)


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#10 2016-11-10 17:29:33

Kaleb
Formerly Kaleb123
From: Cali Baby | 2017 popin
Registered: 2015-02-19
Posts: 885

Re: Switch Optimization

I already know all of this...

But i like what you did and how you layed it outfor nubs n stuff big_smile

Last edited by Kaleb (2016-11-10 17:33:06)

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