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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Just a design thingamajig I was working with while trying to make #3. I never got around to deleting it.
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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
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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.
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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.
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
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Kirby wrote: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.
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Updated the original post to add itsmeanderson's timer, muftwin's new coop player checker, and kirby's switch reset device.
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.
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).
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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
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^ 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.
thx for sig bobithan
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NOTE: I didnt test it in reality it turns out you need something to waste more time in there somewhere
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Cool idea Arkonagames. If you don't mind, I'm going to make a small level with an adapted version of that device.
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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)
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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.
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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.
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.
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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
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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).
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Krosis, TSF14, Tamashiimizu, SPT, AsurcH, Badoosh, BuzzerBee, Pingohits, some woman, Kaleb
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).
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My code thing: http://everybodyedits.com/games/PWd2b7joCAb0I
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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.
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Super fast switch reset and can be adapted for more.
Clicky!
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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.
ZOEY DOESNT ACCEPT ANYTHING
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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.
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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
Binary Adder Explained: http://everybodyedits.com/games/PW_SJb0dqnb0I
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[ Started around 1732348796.7327 - Generated in 0.096 seconds, 12 queries executed - Memory usage: 1.9 MiB (Peak: 2.22 MiB) ]