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Post by alexbosch1232 on Jul 4, 2020 17:43:32 GMT 1
I realey realey need the ability to make logical loops, in order to make game mechanics. It's just sad there is no way to go around making logical loops. PLS FIX THIS...
e.g. a randomizer circuit to pick 10/20 random levels for one of my games
The problem here is, thad after having picked 10 diffrent options, it should stop picking, on whitch case, id need to connect the counters negative output to the pulse input, however, KoGaMa prevents theese types of loops.
Another example is the inability to make lockout circuitry for drop zones, when you don't want a dropzone to take an effective logical output when triggered by the key item.
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flintmcplayz
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https://www.youtube.com/watch?v=Nl_Tj82asR4
Posts: 116
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Post by flintmcplayz on Jul 30, 2020 20:42:07 GMT 1
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MrOzymandias
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Look upon my works ye mighty and despair!
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Post by MrOzymandias on Aug 17, 2020 17:31:54 GMT 1
Yeah, the anti-loop system is a pain. Unfortunately, proposals to repeal it have been made as early as 2013 with no success. For most cases, there are ways around it. In your case, I'm not entirely sure ... if there's another way to do what you want to do, it isn't very obvious. I'll see if I can come up with anything, but no promises.
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MrOzymandias
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Look upon my works ye mighty and despair!
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Post by MrOzymandias on Aug 17, 2020 18:36:49 GMT 1
All right, it's a little rough, but I believe I have a solution for you.
All the Toggle Boxes powered by the Randomizer are set to once. That way, the Randomizer can't select the same level twice. The Time Triggers powered by the Toggle Boxes are set to Duration: 0.5; Delay: 0.1. They act as a buffer between the Toggles and the Counter Box (I found out the hard way that you can't just connect the Toggles to the Counter). I used these Time Triggers as a buffer between the Toggles and the AND Boxes, too, because I didn't want the Toggles to send power to the ANDs before the Counter had time to block any signals.
The AND Boxes are the outputs. Thanks to a Counter (set to 1 more than the number of levels you want), only 5/10 AND Boxes can be chosen by the Randomizer. Once 5 are chosen, the Counter Box prevents any more AND Boxes from sending out power. That way, you don't need to turn off the Pulse Box to stop selecting levels -- the Counter Box blocks its signals.
Because the AND Boxes receive power from the Time Triggers (set to Duration: 0.5), they cannot supply continuous power -- they can't keep your levels unlocked by themselves. The AND Boxes need to power either Time Triggers (for limited time) or Toggle Boxes (for unlimited time) for the system to be effective. If you choose to use Toggle Boxes, they don't need to be set to once.
For my circuit, there were only 10 levels, and only 5/10 were selected at any time. I'm sure you can scale it up to 20 levels pretty easily. If you want to take it a step further, you could even set it to randomly decide whether to select 10/20, 15/20, 18/20, etc. by throwing in some more Counters and ANDs.
Here's a screenshot of the result:
(NOTE: The pressure plate in the image was used to activate/deactivate the system for testing purposes.)
Anyway, I hope this helps you out. I'm interested to see your game once it's published.
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Post by alexbosch1232 on Aug 24, 2020 22:58:47 GMT 1
MrOzymandiasThis actualley helps a real lot! Thank you so much for being a better logical guru then i am lol. I will now get back to level cooking soon! PS: This game im making might take years to build tho, since the onley invisable barriers are pressure plates xD
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Post by alexbosch1232 on Aug 25, 2020 9:39:37 GMT 1
Again: Thank you so much for helping
PS: Prohibited logical loops STILL breaks the ability to make (other) games, causing me NOT to revoke this thread, as the game building capability is only as good as the game engine...
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MrOzymandias
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Look upon my works ye mighty and despair!
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Post by MrOzymandias on Aug 25, 2020 22:44:16 GMT 1
Wow, looks like you have quite a project there! I couldn't agree more -- logic loops have a lot of applications, and prohibiting them just makes things harder for builders. You should definitely keep this thread open. Also, while it might be off-topic, I think we need a better way to make invisible barriers. Invisible pressure plates are only useful in large numbers, so it takes a long time to build a small wall or platform -- and the end result can be laggy. It'd be much easier if there was a setting to allow model enablers to *hide* models without making them intangible.
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flintmcplayz
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Post by flintmcplayz on Aug 26, 2020 17:03:49 GMT 1
I think i know what ur making
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