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#1 Re: Bots and Programming » [Release] EEditor 5.1.3 - Offline Editor » 2019-12-21 16:19:41

Gravedigging or not, kudos to you for keeping the good work for so long! Coming back was a huge nostalgia trip, and seeing your editor still updated was an awesome surprise!

#2 Re: Bots and Programming » [NEW!!] NINJASUPEATSNINJA BanBot!!! » 2016-11-09 21:54:44

capasha wrote:
TiKen wrote:

I think I'll make a GreaseMonkey script to hide the threads & posts of those guys when coming on the forum. Maybe I will actually see some real quality posts after hiding all the useless stuff...

Always when I login I see there is something new in this forum page. And then I see threads like this..
And the mods don't want to close, remove or anything because this is bot related.

Done. It is super crude, just goes through the topics and delete the useless ones using a list of user IDs:


And I just used three ID (that you can easily find by looking at the pictures). PM me if you want the script.

#3 Re: Bots and Programming » [NEW!!] NINJASUPEATSNINJA BanBot!!! » 2016-11-09 20:11:12

I think I'll make a GreaseMonkey script to hide the threads & posts of those guys when coming on the forum. Maybe I will actually see some real quality posts after hiding all the useless stuff...

GreaseMonkey, not SeaMonkey.

#4 Re: Bots and Programming » [Demo] Sending data through EE Coins » 2016-03-28 18:40:49

Tomahawk wrote:

This might be a way to improve BALs; imagine if several players had A bot that connected a guest to a world, then the guests communicated with a master bot using blocks to make some really advanced and cool games. This would open the door for game modes currently not viable because they require lots of blocks to be placed by one bot, causing the lag to detract from the fun (pokes bArena bot).

Aha, we were talking about this with lrussell when I still had motivation to create a FF-style 2D RPG bot some time ago. can be pretty powerful indeed, as long as you don't stream movies =P

#5 Re: Game Business » Everybody Edits Contest: Spring 2016! [Registration and Rules!] » 2016-03-20 18:23:45

Team Name: TiKen et al.
Members: tikenalpha, tiken, (slots open for people who know me)
World ID: PW-b5VsFgRcEI

#6 Re: Graphics Suggestions » Hexagonal Tiles » 2016-03-11 02:15:38

I love it!

Looks very background-y though, not very foreground-y.

#7 Re: Graphics Suggestions » RavaTroll's graphics ideas » 2016-03-04 20:44:00

RavaTroll wrote:
TiKen wrote:

I would use a smaller gap in the fence:
(plus it has the benefit that you can cross the threads \o/)

Yeah thought about it but i'm affraid it could be eyeraping

If you do not do them full solid (which I did...), it should be fine I guess. The transparency will help blending the fence into the background =P

#8 Re: Graphics Suggestions » RavaTroll's graphics ideas » 2016-03-04 18:35:32

I would use a smaller gap in the fence:
(plus it has the benefit that you can cross the threads \o/)

#9 Re: Bots and Programming » Please, steal this idea and make something awesome » 2016-02-27 20:08:03

Tomahawk wrote:

Depending on how laggy the bot was, if the coins were placed as in the screenshot, a player would probably be able to hit several before being teleported.

Might be better to have single yellow coins at, idk, bomb sites your team has to destroy. Blue coins could spawn spikes for a few seconds, to be used for defence of these sites.

Well, in the version I made, people were indeed able to take multiple coins, leading to wider explosions. However, nothing stops you from only taking into account the first one and just replacing the others so the player can explode them again.
It was not due to the bot being laggy, but just the response time between the sent /kill command and the players processing.

ZeldaXD wrote:

Captain9 made a worms bot for the bot competition if I remember correctly.

Yep, there was one, but not using the player as the actual bullet/missile ^^

#10 Re: Graphics Suggestions » Full Screen & Vision Blocker » 2016-02-27 06:20:38

ParadoxInTheVoid wrote:

What about having the ability to input a hex value for the block?

We are talking about a game-changing very simple block and you already want it to make is super complicated for no reason... Adding all this stuff will make it awful to code and will have only one effect: make the dev' look await. Thus it will never be done.

So let's keep it simple: It is a block that create a small closed region hiding the rest of the world. By this definition, you cannot see the block, since it is hidden by itself. As if, from that block, it was the end of the map.
You want to make it as if a block was hiding the rest of the map? Fine, just add said block in front of the Vision blocker block.
See, no need to be complicated. The simpler the implement, the more chance the dev' will look into it.

#11 Bots and Programming » Please, steal this idea and make something awesome » 2016-02-26 23:15:49

Replies: 5

People have always complained about the the lack of imagination among other bot-makers (<snip?>).

A while ago I started a topic, giving up some ideas of bots, and while I am still lazy, I have even less time than before (you know, work & study blablabla).

However, with a recent update, something came up: The coin message now sends the coordinates of the player! I wanted to revive the last idea presented in the topic: Create a worm-like bot (or Shell Shock/SSL2).
The goal is to aim and destroy the ground; and/or a base/tank of the opponent. To validate the idea I created a small prototype a bit buggy which worked rather fine considering the small amount on time I spent on it.
Whenever a player take a coin, he is killed/teleported back to a point, and the ground around the coin he touched is destroyed. Coins are then recreated around the landscape.
Ask lrussell about it, he apparently had fun methodically destroying the landscape.

Many improvements could be done: blocks with different resistance (need X shot to destroy) or various ammunition (create bigger holes, destroy special blocks, etc...).

So here I am, throwing this idea away for people who want to create new bots. Steal this one ! Have fun and be imaginative !

#12 Re: Graphics Suggestions » Full Screen & Vision Blocker » 2016-02-23 17:29:50

Tomkazaz wrote:

@TiKen That sounds like a great idea. I appreciate you taking the initiative and making such generous offers on behalf of improving the game!

Sorry for the late reply, I've been... busy. I saw TiKen's post and was filled with hope of my suggestion becoming reality. So there you go, admins, mods, whoever runs this game nowadays. You are now put to the test. Provided with a simple solution to a lot of problems on a silver platter, the decision is up to you. You can only hope TiKen's proposal is still valid.

Still valid. (I have lots of work so I won't be able to do it in less than a week, but yeah, it's still valid)

#13 Re: Graphics Suggestions » Full Screen & Vision Blocker » 2016-01-22 19:02:02

Is it gravedigging or golddigging when bumping such a thread?
The vision blocker is probably one of the best idea since the invention of portal and would require little work on the algorithmic side: simple region-growing with an easy yes/no condition (I can provide that). It has the advantage of being pretty fast and you can even compute the different regions when the map is loaded so you would just have to create the black masks to hide what's supposed to be hidden. if you ungod in a block? Well, either you decide you can see both ways, or nothing. That's just a hard coded rule to decide, nothing fancy!
Adding a new block will IF YOU ARE CLOSING THE FIRST REGION AND IN THE WORST CASE SCENARIO have to recheck all the block in the map. In the normal case, you ONLY have to check the blocks in the smaller region. Then, everything will be confined to the region you are in.

Checking all the blocks on a 300x300 map, with Matlab and a VERY BADLY optimized code took me 3secondes. And when I write VERY BADLY, I mean it: I have unnecessary operations (to switch from linear index to 2D indexes and vice versa), I am reallocating the array EVERY time because I am not using an adapted data structure, etc etc...

Once the region is defined, you don't even need to check every time to see in which region you are: just when you are teleported! So it is a very light charge while playing!

This feature could be easily implemented and would be an awesome game changer by optimizing the space required to create these awesome maps (e.g.: the Square & Co). And as said, I can provide the algorithms necessary...

#14 Re: Game Business » [Update] 23rd of December: Winter, Double jump, happiness and joy! » 2015-12-24 19:50:37

I think the fix for arrows and boosts broke the "Crypts of Anubis" from Koto. That or I've gotten really bad in the huge timeframe I stopped playing.
However, awesome update as always //

#15 Re: Bots and Programming » Everybody Edits Block ID's and Colors » 2015-11-04 03:29:14

I used to have semi-automatic Matlab script for that: you just had to feed it some script and images extracted from the .swf

#16 Re: Bots and Programming » [Bug testing] EEditor by cyph1e » 2015-10-01 17:36:31

capasha wrote:
robotkoer wrote:
capasha wrote:

Btw. I added a button to shop/hide blocks. I need to know if it looks ok.

You could make it a checkbox like minimap, it makes more sense than a button.
Or even better, add an icon for both //

I don't know which icon I should use for that.

What I did on EEPainter was a tab panel with one tab for each block section (fg, action, dec, bg) and a empty one 'v' to reduce it. =P

#17 Bug Reports » I need a magnifier (perks of playing on a 4K 15") » 2015-09-28 02:55:07

Replies: 1


I recently got a new laptop, with an "amazing" 4K screen of 15". It brought me more pain than anything else, but as for EE, it was not a real problem: even if the splash screen and game were very small, I just had to right click > show all (and occasionally play a random world to refresh the position offset [probably due to kong]) and TADAaaa, the game was back to a viewable size.
(The loading screen is at the right size, dunno why.)

But with the new update, which might be pretty nice - I cannot tell - this right click option is not viable anymore...
Would it be possible to set the game (and splash screen) in "show all" mode as default?

My eyes are not that good:

Remember, my screen is only a 15"

#18 Re: Bots and Programming » [WIP] rpg bot » 2015-09-19 00:43:37

Soubr wrote:

how does rpg even works in ee?

The basic one are as Jonathan1003 explained.
There is other ways around: I tried to do a 2D RPG in turn by turn (Final Fantasy like) but never finished it. It's only up to the map/bot creators.

There is also other RPGs that do not requires bot: The Square and the sequels, or even Heroic Quest can be considered RPGs. (Since you play a role...)

#19 Re: Bots and Programming » [Release] EE Image Editor - v2.0 (BIG UPDATE) » 2015-09-18 04:15:14

ninjasupeatsninja wrote:


((((((name.Text.Length / 2) - 1) * 5) - cc) + ((name.Text.Length / 2)) - (name.Text.Length / 2)) * -1) + x - (((name.Text.Length - 1) / 2) - 1);


((((((name.Text.Length / 2) - 1) * 5) - cc) + ((name.Text.Length / 2)) - (name.Text.Length / 2)) * -1) + x;

x is the x position, cc increments by 3 ever time an 'i' occurs in the name


Lets rename L = name.Text.Length:

Odd would be like wrote:

odd = ((((((L / 2) - 1) * 5) - cc) + ((L/2)) - (L / 2)) * -1) + x - (((L- 1) / 2) - 1)
      = ((L/2 -1)*5 - cc + L/2 - L/2)*(-1) + x - (L-1)/2 -1
      = ((L/2 -1)*5 - cc + 0)*(-1) + x - (L-1)/2 - 1
      = (5*L/2 - 5 - cc)*(-1) + x - (L-1)/2 - 1
      = -5*L/2 + 5 + cc + x - (L-1)/2 - 1
      = -5*L/2 + 5 + cc + x - L/2 - 1/2 - 1
      = x + cc - 6*L/2 + 3.5
      = x + cc - 3*L + 3.5

The bold text is what change at the next line. I redid the parenthesis in the 2nd line (that's why the first is all in bold...).

Seriously, do some efforts before asking for help... You might even be good at math after it! (Well, I wouldn't have to much hope, but you never know...)
Do you even calclu... caclu... calca.... count?

P.S.: The same can be done for the "even numbers" (odd and even numbers of letters in the name I guess).

#20 Re: Game Discussion » very minor error in tutorial world #1 » 2015-08-07 17:11:43

Well... Anti-gravity should cancel the gravity leading a body(here // ) to be only exposed to other forces. So it kinda fits the purpose anyway.

#21 Re: Game Discussion » Something's horribly wrong. » 2015-08-07 17:08:17

Xfrogman43 wrote:

I don't get why people don't check the "Mine" tab... I never use the Profile thing in the lobby.

Neither do I. Plus it takes ages to load the world and may lead to a misclick if I'm impatient.

#22 Re: Game Discussion » Nousic Client [1.1] » 2015-08-06 15:15:42

My ears are still bleeding...
But it was worth it.
I can now die in peace.

#23 Re: Game Discussion » Campaign service » 2015-08-05 16:54:21

Zoey2070 wrote:

I was kind of planning on having people do that for my alts... it would be like my own pet monkeys, typing on typewriters.

If you really want the complete work of Shakespeare, Google will be faster!

#24 Re: Game Discussion » Campaign mode - alternative solutions discussion » 2015-08-03 16:38:29

Creature wrote:
NielsH wrote:

Hey Nou.

I just shared snipped stuff

You just shared your email to everyone here.

And the facebook account... //

On-topic: I hope the favorite Pokemon choice is restrained to the first 151 (Maybe 251, but not more).

#25 Re: Graphics Suggestions » Full Screen & Vision Blocker » 2015-08-02 15:52:15

Creature wrote:

I like the vision blocker because I often want to isolate things, too bad it might cause bugs. What happen if I ungod in the vision blocker?

Why would it causes bugs ?

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