Official Everybody Edits Forums

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?

You are not logged in.

#26 2015-08-06 22:57:16

MIHB_casts_confuseplayer
Member
Joined: 2015-03-22
Posts: 137

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

Just a design thingamajig I was working with while trying to make #3.  I never got around to deleting it.

Offline

#27 2015-08-08 01:46:12

Muftwin
Member
Joined: 2015-02-27
Posts: 535

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

mDN3JHH.png

new version of the keyless coop door now adjusted to four players can be adjusted to any amount of players by adding more switches that lead to the portal


hNtlhM5.png
ZOEY DOESNT ACCEPT ANYTHING

Offline

#28 2015-08-08 17:10:52

Kirby
Member
Joined: 2015-04-04
Posts: 4,307

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

yywykkM.png

A very compact, very fast switch resetter. Yes, those are doors, but considering the momentum you have with boosts, you shoot through them just as they are changing.

Installed in my Enter Your Initials map as backspace, and it's working beautifully.

Offline

#29 2015-08-08 21:03:03

Abelysk
Guest

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

skullz17 wrote:

I think anderson's one is slightly different. Your one has 3 doors on at a time, and cycles through the colours. But anderson's one turns on all 6 keys, and then waits for them all to turn off. So if you imagine it like a moving snake, anderson's one moves through the doors and then through the gates then through the doors etc. So the cycle is 12 blocks long, while your one is 6 blocks long.

It might be possible to use Mihb's outline of number 3, and make it function like mine does. The problem is that I fear it would take up far too much space.

#30 2015-08-08 21:25:25

BuzzerBee
Forum Admin
From: Texas, U.S.A.
Joined: 2015-02-15
Posts: 4,575

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

Kirby wrote:

yywykkM.png

A very compact, very fast switch resetter. Yes, those are doors, but considering the momentum you have with boosts, you shoot through them just as they are changing.

Installed in my Enter Your Initials map as backspace, and it's working beautifully.

It's not very fast but it's compact so


TdQRyz3.png
https://wiki.everybodyedits.com/images/5/5d/135_bee

Offline

Wooted by:

#31 2015-08-08 21:42:49

Kirby
Member
Joined: 2015-04-04
Posts: 4,307

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

BuzzerBee wrote:
Kirby wrote:

yywykkM.png

A very compact, very fast switch resetter. Yes, those are doors, but considering the momentum you have with boosts, you shoot through them just as they are changing.

Installed in my Enter Your Initials map as backspace, and it's working beautifully.

It's not very fast but it's compact so

It's very fast if you have more switches hit than not. You can also make it faster, in case the level usually has less switches hit than not, by changing doors to gates, and having another switch beyond that gate.

Offline

#32 2015-08-08 22:09:23, last edited by MIHB_casts_confuseplayer (2015-08-08 22:59:30)

MIHB_casts_confuseplayer
Member
Joined: 2015-03-22
Posts: 137

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

Updated the original post to add itsmeanderson's timer, muftwin's new coop player checker, and kirby's switch reset device.

skullz17 wrote:

I think anderson's one is slightly different. Your one has 3 doors on at a time, and cycles through the colours. But anderson's one turns on all 6 keys, and then waits for them all to turn off. So if you imagine it like a moving snake, anderson's one moves through the doors and then through the gates then through the doors etc. So the cycle is 12 blocks long, while your one is 6 blocks long.

Nah, the function is identical.  If you think about how keys work, by definition when a gate goes on, a door goes off, and vice versa.   Itsmeanderson's goes "gate gate gate gate gate gate door door door door door door".  Mine goes "gate door gate door gate door gate door gate door gate door".  There isn't any functional difference between how gates and doors work when they are run by a timer like this, so the gameplay effect is basically identical.  Instead of it being "blue gate red gate green gate cyan gate" etc, it goes "blue gate red door green gate cyan door" etc.

Mine uses the "gate door" pattern because its the only way to make such a system work both when the player is active and when the player is afk.  But the gameplay effect is the same.


Itsmeandersonlol wrote:

It might be possible to use Mihb's outline of number 3, and make it function like mine does. The problem is that I fear it would take up far too much space.

It does work like yours does, but in the "gate door gate door" pattern.  There is no way to make it work using a "gate gate gate door door door" type pattern, I'm afraid.  The self-correcting mechanism requires gates and keys to be paired up so that when one gate goes off (and the same-color door goes on), a key is hit (and the same-color gate goes on/door goes off).

Offline

#33 2015-08-10 22:48:05

Krosis
Formerly Arkonagames
Joined: 2015-06-17
Posts: 2,279
Website

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

today i've made this, it may can be much more compact but i done at this way, if you want to copy, fell free (the code i used on the examples is 427
This system have thousands of combinations
Note: you may put the system part (the part below the switch activation) far of the switch activation part, so the players can see the code to win
N5BwXzN.png
XMvrGJo.png


Krosis.gif

Offline

#34 2015-08-10 23:16:22

skullz17
Member
Joined: 2015-02-15
Posts: 6,699

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

^ Since there are only two outcomes, a much simpler way to do that is to make the correct doors in the top part gates instead, and if the player gets through it all then they win. If they go through any portal on the way, then death.


m3gPDRb.png

thx for sig bobithan

Offline

#35 2015-08-11 01:43:11

Muftwin
Member
Joined: 2015-02-27
Posts: 535

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

NOTE: I didnt test it in reality it turns out you need something to waste more time in there somewhere


hNtlhM5.png
ZOEY DOESNT ACCEPT ANYTHING

Offline

#36 2015-08-13 22:12:06, last edited by MIHB_casts_confuseplayer (2015-08-13 22:12:24)

MIHB_casts_confuseplayer
Member
Joined: 2015-03-22
Posts: 137

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

Cool idea Arkonagames.  If you don't mind, I'm going to make a small level with an adapted version of that device.

Offline

Wooted by:

#37 2015-08-14 00:13:27

Krosis
Formerly Arkonagames
Joined: 2015-06-17
Posts: 2,279
Website

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

MIHB_casts_confuseplayer wrote:

Cool idea Arkonagames.  If you don't mind, I'm going to make a small level with an adapted version of that device.

Ok

(yeah it have more than 1 word)


Krosis.gif

Offline

#38 2015-08-19 00:19:03

MIHB_casts_confuseplayer
Member
Joined: 2015-03-22
Posts: 137

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

Arkonagames, I just realized that the thing you asked about (the weird design in the systems map) was not a design for machine number 3, but instead something i was working up to do something similar to machine number 3, but with different keys strike patterns rather than a simple rotation.  I actually got a system for it to work, but its complicated as hell.

Offline

#39 2015-08-25 20:37:31

AsurcH
Member
Joined: 2015-02-16
Posts: 823

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

Instead of using gold and blue coins to make a monetary system, you can just sacrifice some of your switches and use them to track down a player's amount of coins.

RLYv85M.png

It kinda got big so I only took a side of system. Entering the left side reduces your coins, the other side increases. You can loop people in there multiple times to make them lose/gain additional coins.

Offline

#40 2015-08-26 19:46:06

!nb4
Formerly AYB
From: New In Package (NIP) Pole
Joined: 2015-07-18
Posts: 767

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

Arkonagames wrote:

today i've made this, it may can be much more compact but i done at this way, if you want to copy, fell free (the code i used on the examples is 427
This system have thousands of combinations
Note: you may put the system part (the part below the switch activation) far of the switch activation part, so the players can see the code to win
http://i.imgur.com/N5BwXzN.png
http://i.imgur.com/XMvrGJo.png

Im in there trololol //forums.everybodyedits.com/img/smilies/tongue  https://wiki.everybodyedits.com/images/c/c0/069_LOL


ZCK0zcQ.gif

Offline

#41 2015-09-08 06:47:09, last edited by BuzzerBee (2015-09-08 06:48:12)

BuzzerBee
Forum Admin
From: Texas, U.S.A.
Joined: 2015-02-15
Posts: 4,575

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

Although a little bulkier than my other system, this switch resetting system is fast and only requires one switch door/gate per ID instead of two.

KdZixgx.png

(Link)


TdQRyz3.png
https://wiki.everybodyedits.com/images/5/5d/135_bee

Offline

Wooted by: (2)

#42 2015-09-10 01:30:25

Krosis
Formerly Arkonagames
Joined: 2015-06-17
Posts: 2,279
Website

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

Wow, i create a really nice and extra compact system, i will post it tomorrow
it's some sort of n^2 system with milestones


Krosis.gif

Offline

#43 2015-09-18 06:02:42, last edited by Aoitenshi (2015-09-18 08:10:36)

Aoitenshi
Member
Joined: 2015-02-18
Posts: 2,058

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

jpBJPpx.png

My lightning fast switch reset system. Can reset all 100 IDs in just under 5 seconds with a staggering speed of 25 passes/second (without any switches activated) and 20 resets/second (with all switches activated). //forums.everybodyedits.com/img/smilies/smile

DEMO: http://everybodyedits.com/games/PW69tt_r-GbkI

Offline

#44 2015-09-18 20:43:33

Pingohits
Banned
From: aids lizard
Joined: 2015-02-15
Posts: 7,591

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

Aoitenshi wrote:

jpBJPpx.png

My lightning fast switch reset system. Can reset all 100 IDs in just under 5 seconds with a staggering speed of 25 passes/second (without any switches activated) and 20 resets/second (with all switches activated). //forums.everybodyedits.com/img/smilies/smile

DEMO: http://everybodyedits.com/games/PW69tt_r-GbkI

IBazR2q.png


791mAP8.png

Offline

#45 2015-09-30 06:30:59

!nb4
Formerly AYB
From: New In Package (NIP) Pole
Joined: 2015-07-18
Posts: 767

Re: Systems and devices for new gameplay *EDITED AUGUST 24*


ZCK0zcQ.gif

Offline

#46 2015-10-03 20:36:18, last edited by BuzzerBee (2015-10-04 07:16:55)

BuzzerBee
Forum Admin
From: Texas, U.S.A.
Joined: 2015-02-15
Posts: 4,575

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

O64nDgv.png

http://everybodyedits.com/games/PWLednd-S1b0I
My newest switch reset system. Slightly based off of Aoitenshi's but now with half-blocks to make it extra fast and extra compact.


TdQRyz3.png
https://wiki.everybodyedits.com/images/5/5d/135_bee

Offline

Wooted by:

#47 2015-10-04 18:57:33

soulrunner
Member
Joined: 2015-03-10
Posts: 185

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

Super fast switch reset and can be adapted for more.
MWRLsrP.png
Clicky!


l141.gif

Offline

Wooted by:

#48 2015-10-10 20:09:31

Muftwin
Member
Joined: 2015-02-27
Posts: 535

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

heres something i would like to use that im too lazy to work on myself as nothing immediately comes to mind

i need something that looks at a set of 4 switches and makes sure only one of them is turned on

obviously it needs to be fast and tileable. id appreciate compact too but i have tons of extra room for it.


hNtlhM5.png
ZOEY DOESNT ACCEPT ANYTHING

Offline

#49 2015-10-11 00:04:23

soulrunner
Member
Joined: 2015-03-10
Posts: 185

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

Muftwin wrote:

heres something i would like to use that im too lazy to work on myself as nothing immediately comes to mind

i need something that looks at a set of 4 switches and makes sure only one of them is turned on

obviously it needs to be fast and tileable. id appreciate compact too but i have tons of extra room for it.

And done. //forums.everybodyedits.com/img/smilies/tongue
http://everybodyedits.com/games/PWKQaTBruZb0I


l141.gif

Offline

#50 2015-10-17 18:55:35

Tamashiimizu
Member
Joined: 2015-03-28
Posts: 124

Re: Systems and devices for new gameplay *EDITED AUGUST 24*

I made a binary Adder, but it's too big to put the screenshot here, so I'll just leave the world link and their minimap.

Binary Adder/Subtractor: http://everybodyedits.com/games/PWMXlxjhuAb0I
1addersubtractor.png

Binary Adder Explained: http://everybodyedits.com/games/PW_SJb0dqnb0I
1simpleadder.png

Offline

Wooted by:
Andymakeer1548754388739958

Board footer

Powered by FluxBB

[ Started around 1732191253.9184 - Generated in 0.085 seconds, 12 queries executed - Memory usage: 1.9 MiB (Peak: 2.21 MiB) ]