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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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#1 2021-09-14 00:25:51

Joined: 2021-04-26
Posts: 54

Upcoming suggestions for EE!

I will be doing duos (featuring two mechanics, one "new" and other one that wasn´t added ever to EE (up to modifications) and this time will be for EE!
Gonna feature a GIF with those, with graphics resembling EE! new style.

Enemy NPCs
Bat: Jumps and try to stomp on player
Tiny Smiley: moves from side to side (could has a version that makes unable to be stomped)
Goo: Moves in all directions, in a loop
Shadow clone action tool:

Requested by Discord user:

Spawn point: Where the shadow is cast.
Activator: Where the smiley activates the creation of a shadow.
De-activator: Where the shadow is deactivated.

Time: The shadow will be active for 0-999 seconds (0 representing infinite).
Cool-down: The time from each shadow to spawn.
Amount: How much shadows can be active at once.

Booboo: If it dies, the smiley dies.
Un-linked: It dying does not make the player die.

- They can do everything the current smiley can do, including using portals, activating switches and using variety of action tools.
- The clone and the smiley although do the same moves, perform those in different places, being susceptible to the environment of each one
Moving blocks:
Two types:
Auto-move: Tracks the player movement, and move to its direction, requires direct vision with the player and only moves in vertical and horizontal direction
Settings for auto-move blocks:
Speed of movement: blocks per second
Movable blocks: the player can move them by pressing the smiley to their direction, those are able to use conveyors and go through open doors and certain action tools which have no solid hitbox, such as spike hazards
Those falls in smiley speed in case of being on a "cliff"
Directional effects such as arrows or boosts and any other should not move the movable blocks, only conveyors should

Allows the smiley to dash in the pressed direction

Amount of dashes per mid-air (replenish when getting back to ground): 0-999 (0 representing infinite)
Checkbox: Dashes replenish when hit ground?: Yes/No

Dashes should be a bit shorter than jumps, to allow ease maneuvers

Grab effect tool:
Allows the smiley to grab to certain edges/borders of certain block

- Set the block who you can grab to:
When the smiley clicks on the place of the effect, it displays in a textbox (like signs) with the graphic of the block that the smiley can grab to
- Time: how much time the smiley can grab to the block before exhaustion, it replenish when hitting the ground.

- Grab effect tool


Collectible decorations: The player is able to collect decorations, those specific decorations has ID
- Decoration item: this is the ID of the collectible, differentiated from other IDs
- Amount required to open: 1-999.

Setting only for collectible (decoration):
- Max stack: Max amount of collectibles the smiley can stack for that ID.
- Spawn time: Amount of time per collectible spawn: (-1 Does not spawn again / 0 Spawn instantly / 1-999 Spawn in that amount of seconds)
- Positive/Negative: If it is a positive collectible, the player gains 1 collectible, if it is a negative collectible, the player loses 1 collectible.
- Stack amount per collectible: 1-999: The player gets this amount when collecting the collectible.

- Collectible holder: holds the decoration item being collectible.
- Collectible door: Opens when collectible amount is met.
- Range: Blocks 1-20
- Amount: 1-2-3-4-5 (Less to more Dark)

Effect giver: Gives the player the obscurity effect
Effect remover: Removes the player the obscurity effect
Light zone: Adds lighting to an area independently

Health system for NPCs: displays number and heart on top of NPCs enemies, the player can jump over them that amount of times, after that the NPC disappears and spawn again after cooldown
Health: 0-999 (0 represents infinity)
Cooldown: Time that takes to spawn again

Ultimately could be a mechanic that works for smileys too,
Player1 jumps on Player2: Player2 loses a heart
Player1 hits player 2 on the side: the smileys get repelled in opposite directions, none of them loses a heart
(Additionally could have a checkbox for repelled, ON: smileys bounces in opposite directions, OFF: the players don´t bounce, simple stops, (If so, the player only removes 1 hearth from the other player while on top, has to exit by jumping or moving away and go on top of the head of the other player again to remove another heart).
The heart showing the number of health only displays when being hit
Health giver: 0, 1-999: (0 being infinite)
Health remover: Removes the health effect
Only if both players has the effect, they can interact using it
Player counter zone:
Counts the amount of players of certain area

- Player counter zone
- Door: Only opens if the amount of players required is met

Open if:
Less than X: Will open only if there is less than X players on the current zone.
Exactly X: Will open only if there is exactly X players on the current zone.
More than X: Will open only if there is more than X players on the current zone.
(X being amount of players)
ID: This allows to set differentiated player counter zones

New liquids mechanics:
Checkbox for Dashing: The smiley can give tiny jumps while in the water in all directions (similar to dashing)

Bubble mechanic:
Bubble timer: Seconds the bubbles will last.
-1: Infinite timer
0: Instakill
1-999: seconds the bubble last

Color hue for water: Gives the water a hue selector to decide its color
Those mechanics are available for all liquids:

Trails: displays path that the smiley had taken
Death animation: animation of death is selected by the player.
Setting on game to show or hide other´s player animations.

Current planned duos: (up to modifications)

The GIFs will be posted soontm


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#2 2021-09-14 01:00:55

From: Black Mesa Research Facility
Joined: 2021-08-13
Posts: 75

Re: Upcoming suggestions for EE!


♡ ~ OwO ~ ♡ ~ ♡ ~ UwU ~ ♡ ~ ♡ ~ OwO ~ ♡
i love you


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