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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(1.5 blocks should be better, but harder to make/code).
I don't get why that's harder to code when you are working with double precision floats anyway?
Tier 1 sword : makes 5% damage (1.5s cooldown per attacks)
Tier 2 sword : makes 10% damage (1.2s cooldown per attacks)
Tier 3 sword : makes 20% damage (1.0s cooldown per attacks)
Tier 4 sword : makes 25% damage (0.8s cooldown per attacks)
(and literally everything else with tiers)
Perhaps being able to customize the item effect/cooldown would be better than built in tiers?
Anyway, all else I can say is these are nice ideas, but we all know they will never be added.
Let me guess. Everybody Edits copied Smiley Sandbox AND Block Universe?
And it's all posted by my alts, judging because I always seem to respond to these threads while not giving a **** about EE otherwise?
Yes, that's right. You guys on the forums are so predictable.
SSFan123 wrote:The owner is Very creative and friendly
Fam, he's realmasterie40, somebody who brings light on a game into a community where everyone hates the owner, so they can raid it. And I guess they failed.
SSFan123 wrote:smiley Sandbox is actually a very good game and very fun!
yes, it's fun to get hacked by a hacker psycho cat.
Proof I hack people?
SSFan123 wrote:htt ps://ssandbox.createaforum .co m/
c r e a t e a f o r u m . c o m
What's the problem with using a specific forum provider?
SSFan123 wrote:The game doesnt use much space either! it is sad everybody Edits copied smiley Sandbox and stole its content.
Why would the ee staff care about a **** game made by a psycho cat.
Again with the "psycho cat" argument. Can't you, like, shut up? Just because you've been rejected since you said the same **** about me doesn't mean I'm like that to everyone.
I bet the graphics are from MS Paint.
Assuming usage of specific tools without actually knowing them. Nice. First of all, how does one use transparency and gradients in MS Paint? Second, it doesn't really mean what tool you use, as long as its limitations are fine to you.
* In case you are wondering why I even bothered to respond, well, I have no idea. I'm bored.
Um... Anyone else think it's a bit weird that benedani hasn't posted on the forums since early May, and now he comes back minutes after an alt advertises his game to accuse other people of making that alt?
Being notified by somebody on SS is a thing.
benedani wrote:It's sad how you're the same person who has been using VPNs+alts to bypass bans on the Discord server.
Edit: Let me guess. Realmaster42?
Why would I advertize your game?
Also, I've never done that. Ever since you banned me just because you hate me I never looked any more at SS.
Well, he assumes a lot of things, for example Tundrum is not even a moderator. He's a graphic designer. There's a big difference.
So it's either you or realmasterie40 (from YW) has returned.
It's sad how you're the same person who has been using VPNs+alts to bypass bans on the Discord server.
Edit: Let me guess. Realmaster42?
was raging at a mini so really the line stands alone
oh
that makes sense
but they are beta only and cost a LOT of energy individually
b-but... t-they b-bring u-us c-cool u-updat-
Something amazing was added. Unfortunately, we were too lazy to test it, so we'll let our beta members do it instead! See you in 2 weeks
... *woots thread*
zoey gains my respecc
Can confirm it wasn't benedani. It was an alt, and it is banned now.
GG
So, lock?
Yall idiots... that is not me. I was at school when that was posted.
suicidal
defend
a slightly bigger house
Banned for mod abuse
Honestly, if the world data DOES get over 500kb why can't they split it into multiple objects? Sure, saving and loading will be REALLY slow, but at least it will function.
Edit: If the world data is saved in 50x50 chunks and uncompressed data with 2 bytes for the block ID, then filling up the world with signs would give 332500 bytes of data. Pretty sure 332500 bytes < 500 KB. So, any proof it's actually saved in chunks?
(Or perhaps a dumb location-block system is used)
Or perhaps EE could actually try to do something about cheaters.
rejoice vision blockers exist in smiley sandbox
but you need beta tester
also not an advertisement just saying
ew scratch
Sorry for gravedigging, but seriously, EE's implementation of different block types is the worst way they could have possibly done it. (Well, apart from using a different message for every single block that exists lol) "m.Count" exists. object array exists. Where's the problem with having a single Block class with x,y,layer,block id and an object array for the arguments which are then simply put into a simple "b" message? Just like sending "b" just puts the arguments after the block ID. Well, even if they won't put everything into "b", at least fix that issue where different special block messages literally have the player ID at different indexes. A switch case: case: could be done, but... seriously? Example: pt (portal) has all the data THEN the player ID, at index 6. Regular "b" has it at index 4, once again the final index. Not only that, most (if not all) other messages have the player ID at index 0. I'll take a nice m.GetInt(0) over some m.GetInt(m.Count - 1) any day.
Anyways, about ints and uints, I think either one works. I have an overall better model, though, which would add those 4 integers to a byte array with 6 bytes:
xxxxxxxx
xxxxxxxx
yyyyyyyy
yyyyyyyy
liiiiiii
iiiiiiii
x = block x pos
y = block y pos
l = layer, duh
i = block id
tl;dr new block messages
send: "b", {0, 42, 0, 69, 0, 9}, <insert args here>
receive: "b", 3, {0, 42, 0, 69, 0, 9}, <no args here cuz gray basic>
Perhaps bgs could be moved to the 32768-65535 range? I'm not exactly sure how it would exactly be ported over, but if it's magically done with every level and bot updated, it's WAY simpler to just check a single bit than have a lookup table. And no, this won't allow fake foreground blocks or solid backgrounds (could be server checked), although I don't exactly see the issue with doing that; IMO it would make for some fun concepts. (And if the bgs DO end up being moved to 32768+, packs should also be moved to a consistent range; kinda annoyed by some basic blocks being single/double digits while others are 1k+. Perhaps lower 5 bits in block IDs could be ID of the block in the pack (e.g. different colors), bits 6-13 (starting from 1, right to left) are for the block packs (e.g. basic or brick), 14-15 for function, and 16th is that BG thing I talked about earlier. Would prevent stuff like that happening again. Maybe different colors of blocks should be morphs, though; also morphs would be able to be selected before you place them, but I guess I'm going a little far, so I'll stop now.)
How about a 6-byte array? Something like this:
0000000l
xxxxxxxx
xxxxyyyy
yyyyyyyy
iiiiiiii
iiiiiiii
l = layer
x = x position
y = y position
i = block id
Heck, could probably make it a 5 byte array by doing this:
xxxxxxxx
xxxxlyyy
yyyyyyyy
iiiiiiii
iiiiiiii
Use AND and multiplication to get the correct values using the byte array and to create a byte array with necessary information. Anyways, the real issue with "b" is... a lot of packets being sent repeatedly, instead of bigger, fewer packets. (Which I'm 100% positive is the cause of the disconnections, as I have no problems sending huge byte arrays in my testing, and the message is "There were a lot of outstanding packets") Something like "bb" could be made:
"bb", repeat for all blocks [<byte array>, <necessary args, either client figures this out or ends with a separator>]
(bb stands for bulk blocks, but I guess you could give it your own name.) It would solve so many problems.
Edit: alternative solution if you really need the 16-bit ranges (6 bytes):
xxxxxxxx
xxxxxxxx
yyyyyyyy
yyyyyyyy
liiiiiii
iiiiiiii
(Gets rid of block IDs 32768 to 65535, which are unused anyway.)
Bot's get automatic kicked when they join.
You know that's impossible, right?
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