Do you think I could just leave this part blank and it'd be okay? We're just going to replace the whole thing with a header image anyway, right?
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no i have a question you touch that checkpoitnt collect a coin and touch a NORMAL check point what now? what happens wiht every action you take after touchign th enormal checkpoint? and/or what happens if you backtrack to that one chrono checkpoint
when you touch normal checkpoints after touching a chrono checkpoint, will be like you never have been touched a chrono checkpoint
it would be a checkpoint or spawn which the state you checked the checkpoint when you die, the initial state before you die would be loaded
EX: if somebody checked a chronological checkpoint with 10 blue coins picked if you die with 13 coins picked (without checking chronological checkpoints), you will back with ten coins picked
other EX: if somebody checked the checkpoint with the switches with the IDS 10, 6 and 5 on, and with the ID 11,2 and 4 off, if you activate the 2 and 11, and deactivate the 10 and 6, when you die, will back with the IDS 10, 6 and 5 active and 11, 2 and 4 deactivated, understood?
and the chronological spawns? the same thing, just imagine the chrono spawns as chrono checkpoints where you checked on the spawn, summing up, chrono spawns would be a spawn which if you die, you restart by zero
simple idea, a door or gate that just opens or closes if have X users in the world
10/10
best signature ever
Generally we try to keep things like switches as simple as possible, and try to make it so that its fairly obvious what they are doing by looking at them, even if it does mean that when you do want to do complex things then it takes up more space.
If time isn't a concern then you can try fencing off a part of the world, and placing a portal instead to send them to it / get them back from it.
let us suppose something
somebody wants to make the switch setter of Slabdrill more 100 times using different ids (using different ids, you can't make a portal that teleports to the SAME switch setter), in a 300x300 world. To make a switch setter is an average of 4x6 blocks, 4 x 6 = 24, 24 x 100 = 2400
would occupy 2400 of 9000 blocks, imagine other systems in this level
I saw one of Slabdrill's suggestion, switch setter, you would touch that switch, would turn the X id of a switch into a Y id of a switch (like, if the switch with the id of 6 would off, and 5 on, if the X of the setter was 5 and the Y 6, the 5th switch would activate)
it can be made in the game, but he said would occupy too much space, so I have this idea
so ok, about the variables of the block:
the variables would be the ID of switches you would change, you place how many parameters will have and fill it, would have the option of no parameters. Each parameter would be the alphabet letters (A, B, C...Y, Z, AA, AB...AZ, BA...)
you place the parameters, just place the size of the "world" to make the circuit (you can change while making)
you did all of this, just construct.
would just to be able to use the blocks: basic grey, grey platform, boosters, gravity, switches, switch door and gates, maybe gravity effect
would have the special blocks: start and end
some switches would have one of the parameter's value as the ID, to make the integrated circuits work
when you did the integrated circuit you name it to use it on other occasions
how the integrated circuit would like? a button, where you pass it and do it functions
epneumonoultramicroscopicsilicovolcanoconiosis
nononoonononononono
omnitrix
why EE is called Everybody Edits being that only if the owner wants to give edit to everyone that everybody edits?
we don't know
so?
even because an effect has the name fly effect
and would sound strange (for me, at least)
my word is rose
rock
ojojojojojo (i needed to ti that cuz my forum think this is a spammy message
Rechargeable coins would be a coin that has an infinite limit
would be cool for shops in EE, principally for boss-to-code's
the method of recharge would be two
1st method: when the user takes the coin, it will take X seconds to reload
2nd method: when the user takes the coin, the user will need to go X blocks of distance of the coin to reload
this is my idea
if you kill yourself the mechanism continues active
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in EE, I want to make a mechanism where the user just can be a creature when someone is a scientist, creatures are from the red team and scientists from the green team
but... I can't make this mechanism just using global gates/doors
my suggestion is a global team gate/door
what is this?
EX: when someone in the map the user is is green and have a global green team door/gate, the gate/door open/close for everyone
understood?
this is my suggestion
What you're suggesting could pretty easily be done with switches. I hope I'm understanding it right, but if you wanted you could do something like a player having switches 1 and 2, and then that would act as having two teams, but without the admins having to add a whole new mechanic for it.
- more-than-one team gates and door: a door/gate where you need more than one team to open/close
Although if you want something that opens when you have two teams, then you could just add a new mechanic to it, despite being more complex, to give the player another switch.
Aka. Player x has switch 1, then he gets switch 2, then that makes player x get a third switch which could be switch 7 (since there are 6 team colors), thus allowing them you to open doors with having two teams.- more-than-one team setter: automatically sets more than one team to you
- team addiction: add one team to you, if you already have the color of, don't add anything. Can addict more than one team for the player
- team subtraction: the same thing of Team addiction, but subtracts a teamThis can also be done pretty easily with switches, as if you want to add onto the "teams" all you have to do is add more switches onto the "team." And subtracting is easy too since you simply just put a switch resetter for the given switch which would remove the "team."
If you specifically want it with teams, for say, some game requiring teams using team colors to segregate the teams, that's a different story. However, everything you're suggesting, I believe, can be done with switches, as team colors are just basically team colors but have the benefit of not having to have another mechanic needed to deactivate the team color when equipping a new one, like switches would need.
Hope that helped you with what you needed!
something like in boss to codes
in my boss to code, the admins are yellow and users that are playing is green
if the game addicted my suggestion, would have more combinations in part of competitions
in EE, each user just can participate in one single team, imagine if was able to participate in one more team, this is my idea!
ok, we would add some blocks, like more-than-one team setter, team addiction, team subtraction, more-than-one team gates, and doors
let explain by parts:
- more-than-one team setter: automatically sets more than one team to you
- team addiction: add one team to you, if you already have the color of, don't add anything. Can addict more than one team for the player
- team subtraction: the same thing of Team addiction, but subtracts a team
- more-than-one team gates and door: a door/gate where you need more than one team to open/close
about mechanics and graphics:
- in the players display: would appear more than one balls of your teams to the players
and this is it! I hope you enjoyed, bye!
I guess everybody forgot me, cuz I literally died (on your visons), but I'm back.
Did you happy about my back?
I hope so
I happy for backing
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