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#51 2015-10-17 20:32:22

Abelysk
Guest

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

I just tried Mihb's timer and it does not work how mine does. Me and Kirby were present when we went into testing key mechanisms.

We have also perfected our key timer, so expect an updated image for my key timer!

#52 2015-10-17 22:12:12

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

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

Itsmeandersonlol wrote:

I just tried Mihb's timer and it does not work how mine does. Me and Kirby were present when we went into testing key mechanisms.

We have also perfected our key timer, so expect an updated image for my key timer!

I'm pretty sure that it does, although the timing is probably not as smooth if the player remains active.

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#53 2015-10-18 02:10:55, last edited by Abelysk (2015-10-18 02:17:28)

Abelysk
Guest

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

MIHB_casts_confuseplayer wrote:
Itsmeandersonlol wrote:

I just tried Mihb's timer and it does not work how mine does. Me and Kirby were present when we went into testing key mechanisms.

We have also perfected our key timer, so expect an updated image for my key timer!

I'm pretty sure that it does, although the timing is probably not as smooth if the player remains active.

Hmm.  I was toying around with your mechanism and it didn't quite capture the crew level my crew is working on. It definitely did capture the timing, but not the type of timer I developed. Very similar like you stated in the OP, but the difference is still two different things.

The timer I made is specifically for animating block arrangements, while your's works for various things. I guess my timer can also work for various things, though I feel your timer has that control using the key gates that makes it a better timer than mine.

When animating block arrangements using your timer, the results aren't stable or consistent, and the speed of the animation is very slow, making it unable to support that function.

Maybe I'm just using your timer wrong, even though I reconstructed it in my crew world block by block.

#54 2015-10-20 00:44:59, last edited by MIHB_casts_confuseplayer (2015-10-20 00:46:41)

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

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

After double checking, yours appears to be slightly faster (maybe 1 or 1.5 seconds) for reasons I can't figure out.  Nevertheless, the way it works is fundamentally pretty much the same.  Did you try running the same world with both mechanisms?  That won't work, as the door/gate order is completely different with mine than with yours.  You would have to switch some doors for gates to make the pattern work.

Mine is currently used to run the Megaman: MagnetMan world, so it certainly works just fine for timed block animations.

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#55 2015-10-20 04:17:30

Abelysk
Guest

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

MIHB_casts_confuseplayer wrote:

Did you try running the same world with both mechanisms? 

Yup. It's the slow nature of the mechanism that's the culprit.

#56 2015-10-20 04:41:05

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

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

Peculiar.  Its not that much slower (~11 seconds vs ~9.7 seconds) but if you have a really precise design that would be enough.

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#57 2016-02-12 05:43:13

N1KF
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From: ဪဪဪဪဪ From: ဪဪဪဪဪ From: ဪဪဪဪဪ
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Posts: 11,115
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Re: Systems and devices for new gameplay *EDITED AUGUST 24*

I created a topic that lists some of my systems. I hope to contain to update it in the future.

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#58 2016-04-02 22:49:01, last edited by Muftwin (2016-04-02 23:18:44)

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

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

Heres the x-op door using global switches I like the curse/zombie version better, but here it is. Also i forgot to gapslide proof it.
3Ugh4eM.png

Heres a question im sure can be answered idk if im gonna try anyone else feel free to. If a player dcs in a coop world how do we let them back in/let another player take their spot?


hNtlhM5.png
ZOEY DOESNT ACCEPT ANYTHING

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#59 2016-04-22 05:16:26

Kirby
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Joined: 2015-04-04
Posts: 4,308

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

3.  Self-correcting vanishing-block-style timer

This system is used to press keys at regular intervals; in this system, the gap between each key being pressed is something like 1.7 seconds.  Although the device looks a bit strange, it has been carefully designed so that the system will work whether or not the player in the system is using an active tab or not.  Smileys in non-active tabs in certain browsers act differently, which causes most timers of this particular nature to only work for either active or background tabs, and break if the smiley is in the other.  This system will work regardless of what the player running the system is doing, which means you can allow players to bring in their own guests to run the system.

yo someone needs to make one of these but for global switches because so many global switch snakes are completely messed up because of this

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#60 2016-04-24 01:10:30, last edited by Slabdrill (2016-04-24 02:40:32)

Slabdrill
Formerly 12345678908642
From: canada
Joined: 2015-08-15
Posts: 3,402
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Re: Systems and devices for new gameplay *EDITED AUGUST 24*

Muftwin wrote:

Heres the x-op door using global switches I like the curse/zombie version better, but here it is. Also i forgot to gapslide proof it.
http://i.imgur.com/3Ugh4eM.png

Heres a question im sure can be answered idk if im gonna try anyone else feel free to. If a player dcs in a coop world how do we let them back in/let another player take their spot?

the way i did this in my 5p coop is to just use keys, and if the key is off for like 2 minutes then you can get a full reset

bad switch resets here

edit3: improved again ig6QX6J.png

size=7x7 per 4 switches, compared to 2x7 per switch (i'm talking about the fast ones)
0.25 portals per switch compared to 1 portal per switch
i'll need to speedtime it later...


suddenly random sig change

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#61 2016-04-24 22:43:28

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

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

A thing: mechanism that selects the last person going through a mini

more info: say you have 5 players. player 1, 2, 3, and 4 go through the mechanism. player 5 goes through last, and thus the system chooses player 5 since he is the last person going through

i made one, but it doesnt quite work since global switches lag (which brings me to another point: are global switches serversided?)

27c0af0270.png

the first global switch turns it on. the second one is to "kill off" the preceding player. the final part of the system is a self corrector (if switches are ON and stay ON, the player would simply fall through. the self corrector corrects that)

kefka made one that works very well*, and is very simple, but its not so compact. I would like something similar to mine; small and elegant

any thoughts?

*kefka's system:
53e3c7bfce.png


791mAP8.png

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#62 2016-04-25 22:34:56

Hexagon
Member
Joined: 2015-04-22
Posts: 1,213

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

Pingohits wrote:

I'm not super familiar with global switches yet but could it be made a bit more compact? Maybe instead of three switches per each player, just have one (and adjust the arrows a bit too.)

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#63 2016-04-25 22:52:15

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

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

Hexagon wrote:
Pingohits wrote:

I'm not super familiar with global switches yet but could it be made a bit more compact? Maybe instead of three switches per each player, just have one (and adjust the arrows a bit too.)

yes that could work, but im looking for something more like the first system i provided

very simple, very compact


791mAP8.png

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#64 2016-05-01 20:11:07

Harmonious
Formerly jkdrip
Joined: 2015-07-27
Posts: 644

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

ILpZgtO.png

So I've been using this simple contraption to loop sections of music. It can be used for a Da Capo/Coda or a Dal Segno/Segno (for those of you people who have no idea what I'm talking about, here's the wikipedia page that has the markings, under "Repetition and Codas").

Example of IDs:

Portal 1: 1, 1
Portal 2: 2, 4
Portal 3: 3, 5
Portal 10 (not shown): 0, 1
Portal 11 (not shown): 4, 4
Portal 12 (not shown): 5, 5

Portal 4: 6, 6
Portal 5: 7, 9
Portal 6: 8, 10
Portal 20 (not shown): 0, 6
Portal 21 (not shown): 9, 9
Portal 22 (not shown): 10, 10

There's 2 versions here, a vertical (left) and a horizontal (right). For simplicity's sake I'll refer to the vertical version.

For this to work, you need to place portal #10 in your music at the end of the section you would like to loop. Connect that portal to #1 (1,1). You will fall, hit the switch and go through portal 2, which will lead to ANOTHER portal not shown here (portal #11) that is placed at the START of the loop. You will go through the music again, and eventually enter portal #1 again. This time, the doors will be open, so you will go through portal #3, which leads to the last unseen portal (#12), positioned after the portal #10.

So, portal #10 -> portal #1 -> switch & portal #2 -> portal #11 -> portal #1 -> switch & portal #3 -> portal #12
Or, portal #20 -> portal #4 -> switch & portal #5 -> portal #21 -> portal #4 -> switch & portal #6 -> portal #22

Also know that this is the smallest size the vertical version should be. Were there 2 blocks between the portals instead of 3, the boost would shoot you out of the next portal and make you go to the right (you want to fall straight down). Also if you plan on using the vertical version, make sure you leave an empty space under portals #2 and #3, otherwise your momentum might completely stop for a second.


Currently playing through: Mega Man 1-6

Listen to my in-game music! (it's pretty much all I'm good at)

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#65 2016-05-05 09:34:24, last edited by Sensei1 (2016-05-05 09:34:37)

Sensei1
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From: The land of saunas
Joined: 2015-02-16
Posts: 1,112

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

Does anyone have a system that could check if a mini has people in it?
Like for co-op worlds: If two people are in a minigame, others can't enter it. If they leave the world however, other people would be able to enter the mini again.
The only solution I can think of is filling the mini with keys so that the ones who are playing it would hit them all the time but that'd look really bad...

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#66 2016-05-05 09:36:50

Gosha
Member
From: Russia
Joined: 2015-03-15
Posts: 6,211

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

Sensei1 wrote:

Does anyone have a system that could check if a mini has people in it?
Like for co-op worlds: If two people are in a minigame, others can't enter it. If they leave the world however, other people would be able to enter the mini again.
The only solution I can think of is filling the mini with keys so that the ones who are playing it would hit them all the time but that'd look really bad...

It's imposs without keys //forums.everybodyedits.com/img/smilies/sad (as far as i know)

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#67 2016-05-05 15:32:39

Abelysk
Guest

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

Sensei1 wrote:

Does anyone have a system that could check if a mini has people in it?
Like for co-op worlds: If two people are in a minigame, others can't enter it. If they leave the world however, other people would be able to enter the mini again.
The only solution I can think of is filling the mini with keys so that the ones who are playing it would hit them all the time but that'd look really bad...

I'll throw a guess it has to do with keys and up arrows spread all over block surfaces.

#68 2016-05-06 02:50:59

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

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

Sensei1 wrote:

Does anyone have a system that could check if a mini has people in it?
Like for co-op worlds: If two people are in a minigame, others can't enter it. If they leave the world however, other people would be able to enter the mini again.
The only solution I can think of is filling the mini with keys so that the ones who are playing it would hit them all the time but that'd look really bad...

here we are another poorly hacked system i didnt test but it shows the idea im just going to put a picture if you dont understand it or have an issue with it feel free to ask me questions about it

2WvKeVx.png


hNtlhM5.png
ZOEY DOESNT ACCEPT ANYTHING

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#69 2016-10-08 18:14:06, last edited by Gosha (2016-10-08 18:53:05)

Gosha
Member
From: Russia
Joined: 2015-03-15
Posts: 6,211

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

7a0O2w7.png

I've created very very compact and fast switch resetter without double-hitting the switch.

I feel stupid why didnt i think about this before

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#70 2016-10-09 16:25:21

Gosha
Member
From: Russia
Joined: 2015-03-15
Posts: 6,211

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

i've found out that this system is brocken ^

So i have to use this instead
Y4woYzG.png

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#71 2016-10-13 02:32:05

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

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

was jerking around with switches today, managed to create a stable & fast resetter:
YxarS0W.png

it looks really familiar, and i am afraid i subconsciously copied it from someone else's resetter without knowing

can anyone tell me if it's genuine?


791mAP8.png

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#72 2016-10-13 04:19:55

SirJosh3917
Formerly ninjasupeatsninja
From: USA
Joined: 2015-04-05
Posts: 2,095

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

Pingohits wrote:

was jerking around with switches today, managed to create a stable & fast resetter:
http://i.imgur.com/YxarS0W.png

it looks really familiar, and i am afraid i subconsciously copied it from someone else's resetter without knowing

can anyone tell me if it's genuine?

Pretty sure that's buzzerbee's
O64nDgv.png

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#73 2016-10-13 05:00:06, last edited by SirJosh3917 (2016-10-14 05:08:24)

SirJosh3917
Formerly ninjasupeatsninja
From: USA
Joined: 2015-04-05
Posts: 2,095

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

Introducing my new tileable, efficient, compact, and hard-hat system...
The Bar-O-Meter!

What does the Bar-O-Meter do?
The Bar-O-Meter acts like a switch counter. You can add +1 to it, or subtract -1 from it. It's a bar that shows you your points, score, level, e.t.c

Why is it so great?
The Bar-O-Meter is a never-seen-before switch mechanism.
Although there are other versions of it out there, they are not as near as compact or tileable as the current one.
And the Bar-O-Meter has such a hard-hat, if you remove the line border seperating the top from the bottom, you won't fall down from the top no matter how hard you try! EDIT: while i was building it it managed to do it... now it doesn't *shrug*

What does it look like?
(Two images are provided so the picture doesn't cease)
20d40ac886ce6ca1ee1bbf8c59b086f3.png
gNV7pIM.png

Where can I see an example?
At this world

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#74 2016-10-13 21:48:51

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

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

ninjasupeatsninja wrote:

Pretty sure that's buzzerbee's

http://i.imgur.com/O64nDgv.png

quite different from buzz

i see i used a similar mechanism to check for on-off switches, but still quite different

if anyone can find anything else, please tell me


791mAP8.png

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#75 2016-10-14 17:01:52, last edited by skullz17 (2016-10-14 17:04:10)

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

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

I'm struggling to see what is so impressive about your bar-o-meter. It seems to use the same obvious basic principle that anyone would use to add or subtract numbers in a system. When you say there are other versions like it, I agree. When you say they are not as compact or tileable, I'm confused. I don't see anything unique about this design that makes it more compact. Also, I think any competent builder could figure out tileability when making their own system.

Pingohits wrote:
ninjasupeatsninja wrote:

Pretty sure that's buzzerbee's

http://i.imgur.com/O64nDgv.png

quite different from buzz

i see i used a similar mechanism to check for on-off switches, but still quite different

if anyone can find anything else, please tell me

It looks like aoitenshi's one:

jpBJPpx.png


m3gPDRb.png

thx for sig bobithan

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