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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So hm why not?
They are already in the game by now so you just need to add like 3 lines of coding?
I neeeeeeeeeed iiiiiiiiiiiit.
Some of my maps can give the player the prot effect as powerup and stuff, but it really annoys me that most of the lose-triggered systems must have the turn-off-prot-system-turn-on-prot gimmick, it just takes space!
It can be any spike except the red one because that stupid campaign **** is too hard for me.
PLEASE ALLOW ME TO BE CREATIVE IN THIS CREATIVITY BASED GAMEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEEE
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well i now hat teh fact that red drga is required for one of the most wanted color spike: red aka blood spikes butt this idea could be on some othe rlookign spikes orso becuase i get your idea and its a nice one but thigns hsouldnt be over complicated so finding a way hwo to do this is first step 2nd step is adding it ot the game
thanks hg for making this much better and ty for my avatar aswell
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bruh if you want red spikes then just take your time and beat that trash campaign instead of ranting about it. i suck and i can still beat it, so anyone else can too
she/her
also known as DevilCharlotte
search 2bisniekitastan if you wanna find my worlds on ArchivEE
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not if oyur acc is still broken lol also when my acc is fixed i gotta get ths ebalc/sivler darags first
thanks hg for making this much better and ty for my avatar aswell
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then whats the **** point of protection if its useless lol
its for swich machines that require deaths
thanks hg for making this much better and ty for my avatar aswell
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bro just remove a player's protection and use regular spikes its not hard
visually ugly
then whats the **** point of protection if its useless lol
any other hazard
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Are you suggesting a customizable protection that you can modify to protect against certain hazards?
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yeah hello hazards
Yan Joshua knows as Nightmore, 7kudmath, Ygor Matheus, Kogor, Koya and RQ aka ~
I'm a professional artist, talented in various art forms, and also a programmer.
I had been playing Everybody Edits for four years ago. ~
Learning English and Japanese, Portugal ~
Native Portuguese speaker, fluent ~
20 years old, April 5, 2003. ~
He/Him ~
Contact information:
Discord: Kenny 💀#0578
In-game: 7KUDMATH
Xbox: YanJoshuaRQ
Steam: YanJoshuaRQ
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Are you suggesting a customizable protection that you can modify to protect against certain hazards?
nope, i just want that one of the hazards to ignore the protection effect
I know this can be countered by placing heal removers and stuff, but that is clunky and just takes space most of the times, you have to set a switch that you have "heal equipped" but the heal itself should be enough for that purpose!!!
also, placing heal removers and switchery thingamabobs around the map is ugly as heck
they literally added colored spikes because the community asked for them, using brown spikes for everything was ugly
if they value the visuals so much, why not this?
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next topic: can we get a special protection to protect from ALL hazards?
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next topic: can we get a special protection to protect from ALL hazards?
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Gosha wrote:next topic: can we get a special protection to protect from ALL hazards?
How long will it take me to get banned again?
Place your bets right here.
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an special hazard that alway skilll isnt that bad for switch systems to not abuse this this sould be very clear that tis hazard will ALWAYS kill you and if really eneeded made tp be able to buy with +1 or +5 ( or any + number) there shoudl be 2 variants an poisoin variant and an instant kill variant
thanks hg for making this much better and ty for my avatar aswell
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Andymakeer wrote:Gosha wrote:next topic: can we get a special protection to protect from ALL hazards?
https://en.wikipedia.org/wiki/Ad_hominem
stop stop stop
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Can you not.
One bot to rule them all, one bot to find them. One bot to bring them all... and with this cliché blind them.
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Alternatively, add a block that sends you to your last checkpoint without killing you. This way, it doesn't have to be a hazard and doesn't conflict thematically with the protection effect.
thx for sig bobithan
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Alternatively, add a block that sends you to your last checkpoint without killing you. This way, it doesn't have to be a hazard and doesn't conflict thematically with the protection effect.
This is honestly really genius OH WAIT portals already exist
Click the image to see my graphics suggestions, or here to play EE: Project M!
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skullz17 wrote:Alternatively, add a block that sends you to your last checkpoint without killing you. This way, it doesn't have to be a hazard and doesn't conflict thematically with the protection effect.
This is honestly really genius OH WAIT portals already exist
True but I'm assuming OP found a way to make their system more elegant by using checkpoints instead of portals.
thx for sig bobithan
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skullz17 wrote:Alternatively, add a block that sends you to your last checkpoint without killing you. This way, it doesn't have to be a hazard and doesn't conflict thematically with the protection effect.
This is honestly really genius OH WAIT portals already exist
you telling me to set a bunch of switchery things around the map so i can record the checkpoints to keep prot?
no thanks
just add this idea, its simple, cheap and pretty straightfoward
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Crybaby wrote:skullz17 wrote:Alternatively, add a block that sends you to your last checkpoint without killing you. This way, it doesn't have to be a hazard and doesn't conflict thematically with the protection effect.
This is honestly really genius OH WAIT portals already exist
you telling me to set a bunch of switchery things around the map so i can record the checkpoints to keep prot?
no thanks
just add this idea, its simple, cheap and pretty straightfoward
So you're saying it's straightforward to have a protection effect protect from one color of spikes but not another? That's not straightforward. Not only would it make things harder with certain kinds of colourblindness, but it would also be hard to explain to beginners. Coins opening coin doors makes logical sense, but one spike color working inconsistently when combined with another specific feature in the game? Not so much.
That said, I can empathize with your problem. EE simply does not work well with certain dynamic world types. Complex systems require complex switch machines, which can work well for some worlds but not for more fast-paced or open worlds. Or maybe players just want to make their vision a reality more easily like you expressed with your post. I don't know the solution to this but it would need a major design change better fit for EEU.
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Andymakeer wrote:Crybaby wrote:skullz17 wrote:Alternatively, add a block that sends you to your last checkpoint without killing you. This way, it doesn't have to be a hazard and doesn't conflict thematically with the protection effect.
This is honestly really genius OH WAIT portals already exist
you telling me to set a bunch of switchery things around the map so i can record the checkpoints to keep prot?
no thanks
just add this idea, its simple, cheap and pretty straightfoward
So you're saying it's straightforward to have a protection effect protect from one color of spikes but not another? That's not straightforward. Not only would it make things harder with certain kinds of colourblindness, but it would also be hard to explain to beginners. Coins opening coin doors makes logical sense, but one spike color working inconsistently when combined with another specific feature in the game? Not so much.
That said, I can empathize with your problem. EE simply does not work well with certain dynamic world types. Complex systems require complex switch machines, which can work well for some worlds but not for more fast-paced or open worlds. Or maybe players just want to make their vision a reality more easily like you expressed with your post. I don't know the solution to this but it would need a major design change better fit for EEU.
1: Make the black one do this, maybe? I don't understand much of colourblindness, but iirc black/white pattern are pretty distinguishable unless you are total colourblind
2: Are you not considering "learning curve" and stuff? As a begginer player there is no way for me identity what is a low jump and what is a low gravity unless I touch it, so then i learn.
3: You comparison was not the best, there is absolutely no connection between the coin/door mechanic and the hazard/prot mechanic, but i got it. If it is 1 color that works different, i think its just a matter of learning to identify and to use. Also, if I see something that looks similar but has another color, I WILL expect that it works different from the other just because it has another color (megaman power eg)
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