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#2 Re: Forum Games » FINAL BOSS » 2019-07-26 10:18:45

The Final Boss gets tired of waiting for the turn to end and goes ahead anyway, thrashing his arms around, hitting everyone for 8 damage!

#3 Re: Game Discussion » Increase Poison Time in Aquatic Sanctuary » 2019-07-26 02:43:01

Master1 wrote:

Most of the swimming puzzles are designed around having exactly enough time to make it where you need to go. Adding even 1 second could break a lot and create massive exploits in the map.

well i mean exploits can be patched out

but i'm not playing this in its current state.  aint nobody got time for dis.  i'd rather take potential exploits that benefit the player than kinda unfairly short time limits which often hinder the player completely out of their control.  Absolute precise time limits on EE do NOT work as there's always the factor of lag.

#4 Game Discussion » Increase Poison Time in Aquatic Sanctuary » 2019-07-15 05:55:04

azurepudding
Replies: 13

Tier in the final campaign https://everybodyedits.com/games/PW92lNQMR4bkI

I've about had it.  The poison times for when you "hold your breath" to swim are too unforgiving.  Mainly due to timers lagging.  I'll get from one spot to another, but about 25% of the time I die before I get there even if I'm just as quick.  And if I do make it, the timer doesn't always reset and re-apply, even when I see myself clearly touching both the removal panel and effect panel.  This is just super unfun.  Pls fix.

#5 Re: Graphics Suggestions » Why don't we just get the EEU graphics from the original creators? » 2019-07-01 22:25:13

HeyNK wrote:

Yeah, I think we're done here. Locking.

You're not a mod.  Deleting.

#7 Re: Forum Games » FINAL BOSS » 2019-07-01 00:54:13

The Final Boss smacks himself in the face so hard, he loses 1 HP.  He goes and bolds the first 3 rules and slants the next two.  Those who do not specify a class, will be assigned one that best fits their attack description.

The Final Boss receives 5 combined damage from Anatoly's smack and peace's bomb!  "ARGH!"  The explosion startles the boss, the flash temporarily disabling its visual sensors.  Its attack and defense drops for the next turn!

Task Manager manages some tasks, closing out the unnecessary ones, causing a slight delay............. to speed up the next round!  Four player turns for next round.

The Final Boss seeks some revenge from the last attack, lashing out its long arms, swiping around and hitting everyone!  2 damage taken all over, minus 1 against peace from explosion's flash!

Anatoly the Wizard
HP: 16/18 | SP: 15/15
Atk: 1 | Heal: 4
Smack: Runs up to an opponent for a simple smack.
Spell: Casts a spell from a distance at an opponent for double damage.  Costs 3 SP
Focus: Regenerates 7 SP to self or 5 SP to any team mate.

TaskManager the Task Manager
HP: 18/20 | SP: 6/8
Atk: 3 | Heal: 4
Manage Tasks: Closes out the tasks running slowly, increasing performance of the next round, allowing 4 party members to move.  Costs 2 SP

peace the Bully
HP: 23/24 | SP: 3/5
Atk: 4 | Heal: 4
Punch: Runs up and hits the opponent
Insult: Throws a bomb, causing an explosion causing the target's defense and attack to drop by 1 for a turn.  Costs 2 SP

#8 Re: Forum Games » FINAL BOSS » 2019-06-30 16:46:07

Whirl wrote:

I join templar ok

What's your move?

Schlog wrote:

this is just pingo's defeat mrshoe game but worse

That does look pretty similar actually.  Played this game on a few forums before, tho IDK why this time it's having a rough start..

TaskManager wrote:

can i join myclass is taskmanager and i manage tasks

go ahead, I'll think of something

#9 Re: Forum Games » FINAL BOSS » 2019-06-30 07:00:56

Luka504 wrote:

Even after reading your rules three times, I still don't understand - how do rounds work?

It's an RPG battle kind of forum game, where you have to beat the boss.  You start with your starting abilities listed under your class, as well as the option to heal or defend.  Three players go, then the boss, and repeat.

#10 Re: Forum Games » FINAL BOSS » 2019-06-30 06:23:06

Anatoly wrote:

Next time examples, please //forums.everybodyedits.com/img/smilies/wink

So, I assume:

Ehm.. boost?

You select a class, choose one of its listed abilities, or heal or defend.  The rules pretty much sum it up.  You can only boost someone if you heal them while they are defending.

#11 Re: Forum Games » FINAL BOSS » 2019-06-30 03:57:02

2B55B5G TNG wrote:

What game????????

This game.

#12 Forum Games » FINAL BOSS » 2019-06-30 03:26:25

azurepudding
Replies: 18

You have finally made it to the game's final boss.  You have learned and grown through your journeys for this very moment.  Thunder crackles in the distance through the storm, as your ascend the stairs onto the tallest tower of the castle.  There you meet... The Final Boss!

"So, we meet again.. for the first time," a spherical robot before you snickers, crossing its long arms before it.  "You think you can beat me!?  Enough chatter, bring it on!"

RULES

It is up to you and your friends to defeat Snickerbobble, the evil robot king who demolished your home and built his castle in its place!  Enslaving all the townsfolk, only a few managed to escape.. now it's time to get your revenge!

1.) Anyone can join in at any time, just select one of the below classes and perform your action.
2.) No limit to amount of players, but only three can take a turn per round.  You cannot act again until next turn!
3.) Along with your listed abilities, you can also heal yourself or a team mate, or defend and take no damage from the next attack.

4.) If you heal someone who is defending, they heal for double and gain a boost!  Boosts give +1 damage, and you can be boosted several times.
5.) The Final Boss does not like it when no one attacks during a turn.

6.) When boosted twice, you'll reach Rank 2.  Another 3 boosts, and you'll reach Rank 3.  Ranks give you 5 HP, 4 SP, and a new skill, which the next boss post will provide.
7.) Ranks remain forever, but Boosts can be lost.
8.) If it wasn't clear, I'll act out the boss posts.  Be careful, things will switch up as the battle progresses!
9.) Have fun!  Try to be creative.  You can make your actions anything as long as it follows the base description, example: Instead of being a Bully who punches, you can be a kitty who bites.  Instead of shooting a laser, you can drop a train, etc.

Classes
SNICKERBOBBLE

Snickering Bobblehead

HP: 94/100

SP: A lot
Atk: 6
Heal: When I feel like it
Abilities: Awesome

COMBATANTS
Anatoly the Wizard
HP: 16/18 | SP: 15/15
Atk: 1 | Heal: 4
Smack: Runs up to an opponent for a simple smack.
Spell: Casts a spell from a distance at an opponent for double damage.  Costs 3 SP
Focus: Regenerates 7 SP to self or 5 SP to any team mate.

TaskManager the Task Manager
HP: 18/20 | SP: 6/8
Atk: 3 | Heal: 4
Manage Tasks: Closes out the tasks running slowly, increasing performance of the next round, allowing 4 party members to move.  Costs 2 SP

peace the Bully
HP: 23/24 | SP: 3/5
Atk: 4 | Heal: 4
Punch: Runs up and hits the opponent
Insult: Throws a bomb, causing an explosion causing the target's defense and attack to drop by 1 for a turn.  Costs 2 SP

#14 Re: Creative » EE Community Comics » 2019-06-28 12:35:20

Nikko99 wrote:
azurepudding wrote:

she's actually just short of 3 feet.

accept it or ill die.

Nooooo don't

Whirl wrote:

azurepudding is a pure human besides the objects

also what?

she is an alien

#15 Re: Creative » EE Community Comics » 2019-06-28 05:42:17

lol i literally have no idea what's happening in this comic.

but this drawing is both a surprise and really awesome, i always love coming across surprise art of my character!  https://images-ext-2.discordapp.net/ext … height=560

tho she just looks really tall, she's actually just short of 3 feet.  also the curved back spikes of her hair are intentional design and not just lazy hair styling, kind of reminiscent of a shooting star's streaks.  But besides that I absolutely love the face, it's amazingly cute lol.  I don't know how this was done.

Since it's a ref pic, here's a rough edit: https://i.imgur.com/2XTnOzi.png

#16 Re: Game Discussion » i hate world portals redirecting to a world with visibility false » 2019-06-23 20:59:48

If a world portal links to a world that you don't have access to, it should be shut close.  Like a red X or something, so it won't even let you attempt to join it, until you have permission.

#17 Re: Graphics Suggestions » [EEU] Bricks » 2019-06-22 11:14:58

I think a flat kind of brick has its use, like the temple/sparta bricks in ee, but i sorta went a little shinier like ee's standard bricks here:

kqb0GuC.png

made extra versions with a bigger center brick, then one with just two rows of bricks, and the last being a tiled version of the one before, if EEU could allow tiling.  tho the vertical tiling could use some work.

#18 Re: Game Business » ByteArray's weekly development vlogs! » 2019-06-21 02:37:24

HeyNK wrote:
ASDruska wrote:

maybe don't play bad levels then.

Yeah. That basically translates into "Don't play EE, period" because there are no good levels in the lobby because they all have bad invis stuff all over them.

Trust me. I don't play bad levels. That's why it's so hard to play EE.

When people don't play bad worlds, they don't get increasing attention.  Because something can be abused doesn't mean it should be removed.  Imagine if there was some in-game system that detects anything that remotely follows the shape of a hook jump, but the game deleted those blocks for you, forcing you to design your world differently- even if it wasn't intended as a hook jump.  Or any formation of blocks that might be detected as hovers, or heck, even stairs.  Any diagonal line of bricks wouldn't be allowed.  Any line of dots- not allowed.  I could go on with examples, but see how it can harm a game if you purposely remove a feature due to the potential of poor use of it?  Literally any tile in the game can be poorly used, but this is up to the level designer.  Those who abuse will have their levels sink down on the list, those who make cool worlds will ascend.  To purposely take away tools from skilled builders and designers is not something we should want if EE/EEU is to grow bigger than it is. 

EE is dwindling down in popularity and doesn't have enough players to consistently put out new, fun levels on a regular basis.  Knowing that the game is going to shut down is also likely discouraging any large projects for now.  Whatever invisible stuff you find now cannot fairly be criticized.

#19 Re: Graphics Suggestions » [EEU] Bricks » 2019-06-20 23:11:33

Gosha wrote:

I think i know what seems wrong.
look at intersection of brown brick with green one. They are different colors so it seems ok. But when you combine brown brick with brown brick you get nasty looking thick border.
Thick border is bad on it's own, but it's even worse compared to brown-green intersection.
https://gosha.eejesse.net/files/63102994.png
maybe the solution is to remove border on the right and bottom sides?

I was thinking that too, but I think the top and left sides could use some sel-out.  A lighter outline, so that it retains a border, but when tiled, doesn't give the appearance of a doubled up outline, or in the case of the shaded side, an almost tripled up outline.

#20 Re: Graphics Suggestions » [EEU] Bricks » 2019-06-19 11:49:08

Shades need more contrast, and the bricks within the tiles are gradient shaded.  Bricks are flat and rectangular, and a gradient-type shading tries to give it a cylindrical shape, though with so little contrast between shades, they hardly look shaded at all.

#21 Re: Off Topic Discussion » Do you place sunflowers behind or in front of the peashooters? » 2019-05-10 20:18:46

Koya wrote:
peace wrote:
Koya wrote:
peace wrote:

gee ive payed PVZ 1 and i placed them always next to th emowers where tyer are safe

The point is that when they are there you've effectively made the map 1 tile narrower because you are unable to attack zombies on that location - so to utilise the whole map you should put something behind the sunflower, I still have the sunflower 1 tile from the back but I have something between them and the mower

yeah but there are weaposn lek cherry bomb who can be used +i youre qick you can place somethign afte rthey eate dthe flower so if you have the suns you can quickly place a peashooter or something heck you can even save up some sunflowers by first putting a wallnut or you could be like nope th elien is full of zombies ims ride them over wiht my mower

Cherry bomb is a waste of a seed slot and means you are fine with mistakes - if you pick a more useful plant you won't need to use the bomb

That's the usefulness of the cherry bomb tho.. you can also say instead of picking X, you can use the bomb as well.  It functions as both a plant that lessens the weight of an incoming wave, and as one that helps you out in a pinch, making it highly valuable IMO.

The thing absolutely wrecks tough zombies like the giant, and can have more use than the magnet shrooms that stop the miners, since it needs to be night (or use a second slot to wake them up).  You also don't need to focus on the backwards shooting plants on an enemy that's relatively rare, tho if the wave does have a lot of them then you might want the star fruit.  It's all about the strategy, no plant is truly useless.  Well, except daisy..

#22 Re: Off Topic Discussion » Do you place sunflowers behind or in front of the peashooters? » 2019-05-05 08:35:07

Sunflowers behind for me, though this thread did make me consider the other side, but I still think sunflowers behind are the better option, at least most of the time, since you typically start with nothing with sunflower as your first crop to generate Sun.  You need to plant them in a spot furthest from the incoming zombies for longer survival.  Once you put a pea shooter down, that row's safe for awhile, but zombies will head down other rows so your sunflowers need to be in the safest spot.  ONCE you have a column of sunflowers and peashooters/other for defense, I suppose over time you can switch them if you can afford it.. but why bother?  I suppose it could have some strategic use in endless mode.. though my downfall then is always running out of Sun and losing because I can't build up my defenses again.

#23 Re: Game Discussion » [99999 Switches] 9,999 and 99,999 can come - but is it worth it? » 2019-05-04 09:22:45

PiotrGrochowski wrote:
azurepudding wrote:
PiotrGrochowski wrote:

In EEU with the right rendering it's perfectly possible to get 5 and 6 digits as https://forums.everybodyedits.com/viewt … 09#p747509 demonstrates.

yeh but it looks bad.  We use commas to break up larger numbers for a reason- plus they're squished down there.

commas in large numbers look terrible and I would like to never see them on Earth. also the numbers have subpixel rendering for 5 and 6 digits.

What's easier to identify,

3572057

or

3,572,057?

Counting commas is easier than counting digits, but with even larger numbers it's easiest to go by word form or scientific notation.. which still takes up too much space.

#24 Re: Game Discussion » [99999 Switches] 9,999 and 99,999 can come - but is it worth it? » 2019-05-03 22:13:44

Freckleface wrote:
peace wrote:
Freckleface wrote:

Except why would you need readability for all 99999 of your switches? We could just do what portals do and have no number on them until you mouse over and get a tooltip.

exept you dont need portal id bu you NEED switch id

Do you really?  Most instances where 99999 switches are needed are for complex systems. We would still have 0-999 for human interfaces, anything past that would be used for the system itself.

So after 4 or 5 digits, they'd just appear invisible?  I guess that could work.  3-4 digits is more than enough for normal needs anyway.

PiotrGrochowski wrote:

In EEU with the right rendering it's perfectly possible to get 5 and 6 digits as https://forums.everybodyedits.com/viewt … 09#p747509 demonstrates.

yeh but it looks bad.  We use commas to break up larger numbers for a reason- plus they're squished down there.

#25 Re: Game Discussion » [99999 Switches] 9,999 and 99,999 can come - but is it worth it? » 2019-05-02 23:01:27

PiotrGrochowski wrote:
azurepudding wrote:
PiotrGrochowski wrote:

Uuh the idea in this topic is about base64 which utilizes digits, uppercase letters, lowercase letters, plus sign and the slash.

yep, which is in that post i linked, except the lowercase.  Didn't think it'd work well on tiny blocks, which could make a 6 look like b.  Then some low hanging letters might not fit, like g and j.

That's true in EE.

But in EEU that's another story.

Links to posts:

All 64 characters of base64 on a 24×24 EEU switch: https://forums.everybodyedits.com/viewt … 18#p747518
Up to 6 digits fitting on a 24×24 EEU switch: https://forums.everybodyedits.com/viewt … 09#p747509
12 digits fitting on a 24×24 EEU switch: https://forums.everybodyedits.com/viewt … 35#p747535

Lowercase looks fine there actually.

Though 4 digits and up look way too cramped.  Especially 6 and up.. it just becomes a mess of pixels.  Four digits could be doable I guess.  If we can use both upper and lowercase letters alongside numbers, that's several millions of combinations, whereas numbers along would only permit less than a ten thousand.  At this number I'm not sure if a fourth digit is even necessary tbh, letters provide more than five times as much than numbers can.

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