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.
Pages: 1
So, i was thinking, why the current Checkpoints are so... limited...
Its easy to understand the idea of "restart to the last cp you hit", but i feel that the way it is right now makes it so hard to build complex spawn saving system, where you have to build towers and towers of switches to send the player to the portal you want.
My idea is to keep the current Checkpoint system, where you respawn upon dying, but also add a more malleable option:
Waypoints act similar to Checkpoints, but they also have an ID.
When you hit a Waypoint, it sets it ON and turns OFF only the others Waypoints with the same ID.
~Waypoint OFF
~Waypoint on
Navigator is similar to a Portal, but it has only one parameter, Target ID.
When you hit it, it clears your momentum (as of respawning with Checkpoint) and sends you to the last Waypoint you hit with the Target ID
~Active Navigator
~Deactive Navigator, occurs if there is no Waypoint ON with the Target ID
Note: Similar to Portals, Navigator does not need to show the Target ID number.
This would make it easier to create multiple tracks, like life systems, random events, inventory, multiple spawns, etc...
F
Offline
Isn't this kind of the same as a world portal spawn? with a checkpoint placed under or nearby.
Offline
Isn't this kind of the same as a world portal spawn? with a checkpoint placed under or nearby.
how is it similar to world portal spawns at all? this is similar to checkpoints and spikes (but with ID) - something I've suggested before.
suddenly random sig change
Offline
azurepudding wrote:Isn't this kind of the same as a world portal spawn? with a checkpoint placed under or nearby.
how is it similar to world portal spawns at all? this is similar to checkpoints and spikes (but with ID) - something I've suggested before.
Replace navigator with world portal and waypoint with world portal spawn with checkpoint.
Offline
Slabdrill wrote:azurepudding wrote:Isn't this kind of the same as a world portal spawn? with a checkpoint placed under or nearby.
how is it similar to world portal spawns at all? this is similar to checkpoints and spikes (but with ID) - something I've suggested before.
Replace navigator with world portal and waypoint with world portal spawn with checkpoint.
world portals reset everything, so you can't really use a world portal for anything useful.
edit: except acting as a compact complete resetter
suddenly random sig change
Offline
azurepudding wrote:Slabdrill wrote:azurepudding wrote:Isn't this kind of the same as a world portal spawn? with a checkpoint placed under or nearby.
how is it similar to world portal spawns at all? this is similar to checkpoints and spikes (but with ID) - something I've suggested before.
Replace navigator with world portal and waypoint with world portal spawn with checkpoint.
world portals reset everything, so you can't really use a world portal for anything useful.
Risk and Rewards and Limited Lives rounds disagree
Offline
So, i was thinking, why the current Checkpoints are so... limited...
Its easy to understand the idea of "restart to the last cp you hit", but i feel that the way it is right now makes it so hard to build complex spawn saving system, where you have to build towers and towers of switches to send the player to the portal you want.My idea is to keep the current Checkpoint system, where you respawn upon dying, but also add a more malleable option:
Waypoints
Waypoints act similar to Checkpoints, but they also have an ID.
When you hit a Waypoint, it sets it ON and turns OFF only the others Waypoints with the same ID.~Waypoint OFF
https://i.imgur.com/XK4LieE.png
~Waypoint on
https://i.imgur.com/sXmfGaa.pngNavigator
Navigator is similar to a Portal, but it has only one parameter, Target ID.
When you hit it, it clears your momentum (as of respawning with Checkpoint) and sends you to the last Waypoint you hit with the Target ID~Active Navigator
https://media.giphy.com/media/cJagAZwhx … /giphy.gif
~Deactive Navigator, occurs if there is no Waypoint ON with the Target ID
https://i.imgur.com/WkXpfe9.png
Note: Similar to Portals, Navigator does not need to show the Target ID number.This would make it easier to create multiple tracks, like life systems, random events, inventory, multiple spawns, etc...
so you are suggetsing a new st of hazrads and checkpoints so you cna use the actual ones for a lifes system... do you get a detah?
thanks hg for making this much better and ty for my avatar aswell
Offline
Isn't this kind of the same as a world portal spawn? with a checkpoint placed under or nearby.
Erm... No?
The idea is to create multiple tracks of what values need to be changed, without interfering other tracks.
World Portals stuff just reset everything and makes it so you have to build HUGE switch towers to redo stuff (also waiting the loading screen is sick)
so you are suggetsing a new st of hazrads and checkpoints so you cna use the actual ones for a lifes system... do you get a detah?
nope, no death count
the player can build tho so the Waypoint sends you to a hazard, but thats would be not obligatory
F
Offline
azurepudding wrote:Isn't this kind of the same as a world portal spawn? with a checkpoint placed under or nearby.
Erm... No?
The idea is to create multiple tracks of what values need to be changed, without interfering other tracks.
World Portals stuff just reset everything and makes it so you have to build HUGE switch towers to redo stuff (also waiting the loading screen is sick)
I guess I'm confused then.. if it's not that.. then how is this different than normal portals? Besides it not remembering momentum.
Offline
you'll also need waypoint switch to prevent things completely go wrong
~meow~
Posting Goal: 2000
#Joe Griffin
Thanks HG for the signature and avatar!!!
Offline
Can you disable way points of a specific Id?
If I die and several waypoints are turned on, where do I spawn?
Time before becoming a Member - Leaderboard
1. Whirl - 9 months
2. KirbyKareem - 8 months
3. pwnzor - 2.4 months
4. MWstudios - 2 months
5. ILikeTofuuJoe - 1.5 months
Piskel is the best GIF maker I've seen
HG's signature for me - Anatoly's signature for me
The Mashed Potatoes Song - The longest post on EE forums - Play my Minesweeper
Offline
If I die and several waypoints are turned on, where do I spawn?
to the checkpoint or to the spawnpoint, because only navigators can teleport you to waypoint
btw i think it's not necessary to remove all momentum,
i think it should work same as portal, because it's easy to remove all momentum with some exploints like boost and wall
Thanks to Nikko99 for signature
https: //media.discordapp.net/attachments/402174325349941249/482121641745186816/KHiX2DEFewAAAABJRU5ErkJggg.png
https: //i.imgur.com/YFtzyXA.png
Offline
momentum is at times, very annoying. Like sometimes portals break with too much momentum.
~meow~
Posting Goal: 2000
#Joe Griffin
Thanks HG for the signature and avatar!!!
Offline
Andymakeer wrote:azurepudding wrote:Isn't this kind of the same as a world portal spawn? with a checkpoint placed under or nearby.
Erm... No?
The idea is to create multiple tracks of what values need to be changed, without interfering other tracks.
World Portals stuff just reset everything and makes it so you have to build HUGE switch towers to redo stuff (also waiting the loading screen is sick)
I guess I'm confused then.. if it's not that.. then how is this different than normal portals? Besides it not remembering momentum.
note the EXACT WORDING on the suggestion. Waypoints are checkpoints, navigators are spikes.
The difference is that you can set an ID, for 1001 different respawn points. This is extremely useful for making complex systems as it means you don't need to do something like setting a switch to send you back to the part of the system you should be in after entering a common system, while being able to use different navigators in different spots for different purposes.
suddenly random sig change
Offline
oh hey i just found an old suggestion of mine https://forums.everybodyedits.com/viewt … p?id=37541
suddenly random sig change
Offline
momentum is at times, very annoying. Like sometimes portals break with too much momentum.
because you don't use momentum tricks, like half blocks after portals, or free space after portals, or boosts before walls
Thanks to Nikko99 for signature
https: //media.discordapp.net/attachments/402174325349941249/482121641745186816/KHiX2DEFewAAAABJRU5ErkJggg.png
https: //i.imgur.com/YFtzyXA.png
Offline
ILikeTofuuJoe wrote:momentum is at times, very annoying. Like sometimes portals break with too much momentum.
because you don't use momentum tricks, like half blocks after portals, or free space after portals, or boosts before walls
im serious I go speeding and go on the side then the portal just breaks
~meow~
Posting Goal: 2000
#Joe Griffin
Thanks HG for the signature and avatar!!!
Offline
i guess you used variation on the top left side, and i know it stops momentum in some point
i prefer rest variations
they haven't any chance to loss momentum, them work even with boosts, and it's that trick that i said
Thanks to Nikko99 for signature
https: //media.discordapp.net/attachments/402174325349941249/482121641745186816/KHiX2DEFewAAAABJRU5ErkJggg.png
https: //i.imgur.com/YFtzyXA.png
Offline
azurepudding wrote:Andymakeer wrote:azurepudding wrote:Isn't this kind of the same as a world portal spawn? with a checkpoint placed under or nearby.
Erm... No?
The idea is to create multiple tracks of what values need to be changed, without interfering other tracks.
World Portals stuff just reset everything and makes it so you have to build HUGE switch towers to redo stuff (also waiting the loading screen is sick)
I guess I'm confused then.. if it's not that.. then how is this different than normal portals? Besides it not remembering momentum.
note the EXACT WORDING on the suggestion. Waypoints are checkpoints, navigators are spikes.
The difference is that you can set an ID, for 1001 different respawn points. This is extremely useful for making complex systems as it means you don't need to do something like setting a switch to send you back to the part of the system you should be in after entering a common system, while being able to use different navigators in different spots for different purposes.
Well.. again, how is that different than a portal linking to another? If a navigator of ID 10 sends you back to a waypoint of ID 10, how's that different from a portal of ID 10 linking to portal of ID 11? Other than I guess saving one ID number.
Offline
Slabdrill wrote:azurepudding wrote:Andymakeer wrote:azurepudding wrote:Isn't this kind of the same as a world portal spawn? with a checkpoint placed under or nearby.
Erm... No?
The idea is to create multiple tracks of what values need to be changed, without interfering other tracks.
World Portals stuff just reset everything and makes it so you have to build HUGE switch towers to redo stuff (also waiting the loading screen is sick)
I guess I'm confused then.. if it's not that.. then how is this different than normal portals? Besides it not remembering momentum.
note the EXACT WORDING on the suggestion. Waypoints are checkpoints, navigators are spikes.
The difference is that you can set an ID, for 1001 different respawn points. This is extremely useful for making complex systems as it means you don't need to do something like setting a switch to send you back to the part of the system you should be in after entering a common system, while being able to use different navigators in different spots for different purposes.Well.. again, how is that different than a portal linking to another? If a navigator of ID 10 sends you back to a waypoint of ID 10, how's that different from a portal of ID 10 linking to portal of ID 11? Other than I guess saving one ID number.
you can have more than one waypoint of the same ID. Note that they don't have the randomness of portals when they have the same ID. Now reread the post again.
suddenly random sig change
Offline
Well.. again, how is that different than a portal linking to another? If a navigator of ID 10 sends you back to a waypoint of ID 10, how's that different from a portal of ID 10 linking to portal of ID 11? Other than I guess saving one ID number.
Have you ever built an location saving system?
The easiest way to build that is using a CP, so when finish the system, you just kill the player and it goes back to the starting location.
The idea of Waypoints is to create various options for this, without having the need to set a single switch for every location you want to go back.
F
Offline
Pages: 1
[ Started around 1714339251.5118 - Generated in 0.086 seconds, 12 queries executed - Memory usage: 1.87 MiB (Peak: 2.17 MiB) ]