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#3 Re: Questions and Answers » Work in Progress Setting Help » 2019-07-04 11:24:42

Should work as long as they both have the same role. Otherwise it's probably a bug.

#4 Re: Forum Discussion » Add the ability to fully mute someone on the forum » 2019-07-03 01:12:02

Peace's posts don't look like what someone with bad english would write, or even what a kid with bad spelling would write. He often gets all the right characters but they just end up in the wrong order. It actually just looks like a bunch of typos, so I've always imagined that peace just writes all his posts at 150wpm and doesn't proofread (judging by the quality of his posts, probably doesn't spend long reading the posts he replies to either). Doesn't he ever look at his posts and see how poorly they are written? I feel like he's a troll but I wonder what mental illness would be required to troll like this.

#5 Re: Game Business » ByteArray's weekly development vlogs! » 2019-06-27 12:53:56

I never even imagined the stages to be anything harder than basic-easy when I made the suggestion, idk where this concern came from. As I said, it's like an extended tutorial so everyone should be able to complete it fairly easily.

#6 Re: Game Business » ByteArray's weekly development vlogs! » 2019-06-24 15:23:48

peace wrote:

yeah and oyu think levelign up snd getting much action blcoks/hour is better then?

Yes it's a lot better for the reasons explained above. To reiterate: 1) it's quicker, 2) forces the player to actually play the game 3) feels rewarding because it is a progression through stages, rather than just waiting for energy. Didn't mention this before but it also seems easier to adjust as new blocks are added.

If you're trying to say that it's still a high density of information, I am only suggesting the concept and I am sure the developers could find a balance where it doesn't feel too slow but not too fast either. Also, don't forget that you are free to take the time to experiment with your new blocks before you try to level up again, so you can go through it at your own pace.

#7 Re: Game Business » ByteArray's weekly development vlogs! » 2019-06-23 19:29:10

peace wrote:

no you shoudl just be bale to buy all tehe action blocks and then watch teh videos you sugested

The levelling system would be designed so that it is quicker to unlock all the action blocks in the game than it would be to buy them with energy (at least when there are a large number of action blocks in the game). It should be able to be easily completed in a couple of days.

The idea is trying to tackle multiple problems at once. Two of the problems are that it takes too long for a new player to unlock all the blocks, and that the number of action blocks that exist make it overwhelming for the new player to try and learn them all. At first I thought that all the action blocks should be available from the start, but I think there is value to making the player learn in increments. If they have to watch a bunch of videos right from the start to understand what's going on, it might be too much. But if you lead them through slowly, and make the experience feel rewarding (maybe even give them a random cosmetic item at each level up), it probably feels a lot better. It's like an extended tutorial. One other problem that this tries to solve is the economy problem I mentioned. This actually forces the player to play the game in order to unlock the desired items, which is the usual economy model for most popular games, whereas in EE you just get energy by waiting, and all you need to do is login every now and then to spend it. I hope that a similar approach is considered for cosmetic items and the in-game currency.

Another way to do it would be to just make it an actual tutorial campaign with action blocks as rewards at each tier, but this seems more time consuming and difficult to make. If it is done this way, rather than guide the player through the world with text, use the videos as tutorials while the worlds just act as examples of the blocks in action, while also being the "stages" that the player must advance through to unlock all the blocks.

#8 Re: Game Business » ByteArray's weekly development vlogs! » 2019-06-23 18:02:50

Sensei1 wrote:

Maybe limit the blocks of new players to easier tools. Maybe create interactive guides and tutorials for building.

I really like this. One idea that I had a while ago was a levelling system that would help new players learn how to use all the action blocks. Instead of buying the blocks with energy, you would unlock them by levelling up, up to a cap. I haven't thought of a way for players to earn xp. Once you hit the cap, you would get any new action blocks for free. Cosmetic items would still be bought with an in-game currency. I think this idea is also a step towards improving the way EE's economy works which imo doesn't make a lot of sense atm, especially when you look at how a lot of other popular games do it and how it often seems to be an important factor in driving engagement for those games. In contrast, energy in EE only encourages logging in every so often, not actual engagement.

I also think there should be a library of short videos explaining what each action block does and examples of how to use them. Each time you level up, the videos corresponding to the blocks you've just earned should show up and be accessible from the client. This isn't exactly a building tutorial but gives some guidance on how the blocks could be used.

#9 Re: Off Topic Discussion » Favorite all time OST » 2019-06-22 15:49:59

Is this limited to video game OST?

Hidden text

#10 Re: Off Topic Discussion » I cheated » 2019-06-21 19:58:29

Probably depends on context. Did you decide to play along for fun or was there some underlying issue in the relationship?

#11 Re: Graphics Suggestions » [EEU] Bricks » 2019-06-20 11:52:13

Huge improvement, but can still be improved. For instance, for the border problem that gosha pointed out, you could shade the border by making it lighter at the top left. Not sure if it's better to do a gradient or just have the top and left sides a lighter shade.

#12 Re: Game Business » ByteArray's weekly development vlogs! » 2019-06-20 11:21:40

They should just make a better lobby system or find other ways to promote worlds with good level design, then even if the bad worlds exist, doesn't matter because we don't have to play them.

#13 Re: Game Suggestions » [EEU] sever idea » 2019-06-20 11:18:49

I don't think servers work the way you imagine, creating a new "server" will not increase disk space.

However, something similar to your idea could work. Maybe they could allocate a small amount of data to each world that the owner can use for saves or some other information. I think this is how they should implement world backups. Saves probably wouldn't work well because once the data cap is hit, future players can no longer save. Same problem with other player data.

#14 Re: Forum Discussion » How to turn off notifications for certain topics? » 2019-06-18 12:19:30

mikelolsuperman wrote:
Different55 wrote:
mikelolsuperman wrote:
Different55 wrote:

There is no way to do that right now

It's been suggested so often to be able to mute topics will you finally do it now?

I mean I can think of 5 other changes off the top of my head that are higher priority than this so

But this is a good suggestion why are you still not adding  it? I don't want to see notifications for mafia related stuff but I do want to play other games like word game. And sometimes if someone makes a topic and then a week and a half later the discussion is still going but it doesn't actually add anything it'd be nice to mute that topic since you get notifications for things that have already been said anyways.

Maybe the other 5 changes are even better :0

#15 Re: Off Topic Discussion » Why do people play Mobile Legends? » 2019-06-18 12:17:43

It's portable league of legends. Can be fun but the minions are way too tanky while the turrets aren't tanky enough and my ping always sucks when I play it.

#16 Re: Game Discussion » Game is dead, forums are dying. So, what’s the plan now? » 2019-06-18 11:51:50

LORD MASTER KING wrote:

You are allowed to sing under 1 condition: You have to be in a church, cathedral or a tunnel. In short anywhere with echoes, works.

how about the boys toilets?

#17 Re: Game Discussion » EE offline vs EE universe » 2019-06-15 21:52:17

I don't think EEO will steal much of the playerbase due to the inconvenience of having to download worlds in order to play them, as opposed to just logging into EEU and finding something in the lobby. I would not be surprised to see someone make some kind of web-based level library for EEO with a search function, maybe even with a rating system or something. Would definitely be pretty cool, but I still think the newness and convenience of EEU will mean more people will play EEU. Also, EEU will have multiplayer elements that are lacking in EEO, which I think is quite important to the game so that will be a selling factor as well.

Additionally, if EEU's marketing goes well, then there should be an influx of new players to EEU who would hopefully make up the majority of the playerbase. I'd imagine these players would not be as interested in EEO, as the whole point is that EEU is the better version.

#19 Re: Game Discussion » when EEU comes out will there be an option in EE to tranfer world? » 2019-05-21 17:47:43

Someone will probably make a bot for uploading .eelvl worlds to EEU.

#21 Re: Game Suggestions » stop effect » 2019-05-15 20:39:41

Koya wrote:

Someone made an example of gravity dots where you are unable to move direction while on them - but it would just give world owners the excuse to make everyone type /reset constantly

I was wondering why this seemed familiar. Isn't that freeze dot suggestion from like 2012 or something?

#22 Re: Game Business » Information on EE Offline & Happy Easter! » 2019-05-07 19:13:29

kreacher wrote:

do all your own worlds get downloaded automatically for EEO or do u have to do it manually

Manually.

#23 Re: Game Discussion » [99999 Switches] 9,999 and 99,999 can come - but is it worth it? » 2019-05-04 20:09:04

PiotrGrochowski wrote:
skullz17 wrote:

If we can agree that 1000 switches are only really needed for systems, then at that point you should just use a binary system. 1000 switches gives you 125 8bit memory slots (each having a value from 0-255), 62 16bit slots (0-65535), 31 32bit slots (0-4294967295), etc. It would probably take less time and effort to learn how to make a binary system and make one than to try to make a huge inefficient system.

1000 switches gives 125 bytes of information.

A 16×32 character display requires 64 bytes of information. That's more than half of all the switches. Add more character displays and, CONTENT WARNING****.

This kind of thing is hard to argue against. Your character display is obviously trying to do more than just convey information, otherwise you would just use a much smaller font. Also, for most applications you don't need custom text, there would only be so much information you would need to convey so you could just do separate fixed messages, unless the point of the world was a character editor.

So someone could say they want to make a 200x200 2bit bitmap with switches (which is just a more extreme version of what you are making). At what point do we just tell the person that their idea is pointless and too niche to support?

#25 Re: Game Discussion » [99999 Switches] 9,999 and 99,999 can come - but is it worth it? » 2019-05-04 12:08:48

If we can agree that 1000 switches are only really needed for systems, then at that point you should just use a binary system. 1000 switches gives you 125 8bit memory slots (each having a value from 0-255), 62 16bit slots (0-65535), 31 32bit slots (0-4294967295), etc. It would probably take less time and effort to learn how to make a binary system and make one than to try to make a huge inefficient system.

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