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Compact "Blue Shard" Mechanism (Foolproof now!)

Posted: Tue May 26, 2009 8:20 pm
by Emerald141

Posted: Tue May 26, 2009 8:40 pm
by cbloopy
Interesting, but your mechanism doesn't make allowance for mistakes it seems (other than restarting the adventure I guess), unlike the one in WA1.

If necessary I can use my WA1LevelConverter program to convert the level containing the blue shards mechanism so you can see it in the Editor. If I recall, that mechanism isn't flawless either, if you move through the buttons too fast it won't work.

Posted: Tue May 26, 2009 8:42 pm
by cbloopy
Also, if you put the mechanism at the top of the level and use a chomper instead of another turtle, you can eliminate that 2nd set of gates.

Posted: Tue May 26, 2009 8:43 pm
by Emerald141

Posted: Wed May 27, 2009 2:33 am
by cbloopy
I haven't quite found the level yet (is it in the hub or in an adventure?). I'll post the converted level once I find it.

Posted: Wed May 27, 2009 9:42 am
by cbloopy
Ok, finally found it (turns out it's Adventure 70).

And I remembered wrong. The blue shards mechanism in the game does not allow for mistakes; you have to restart the adventure if you mess up.

I've converted it and made the appropriate terrain modifications so you can actually see the mechanism in action. See attached adventure. (The raw converted level without the modifications is also included, as 3.wlv.)

And kudos to Emerald141, as his mechanism is clearly simpler and superior to the one in the official game! The one in the official game can "malfunction" if you press some of the buttons too quickly, and even allows for a few "wrong" combinations if you pressed certain buttons quickly enough and lucky enough in the timing. Emerald141's doesn't have those problems. 8)

Posted: Wed May 27, 2009 9:58 am
by cbloopy
cbloopy wrote:The one in the official game can "malfunction" if you press some of the buttons too quickly, and even allows for a few "wrong" combinations if you pressed certain buttons quickly enough and lucky enough in the timing. Emerald141's doesn't have those problems. 8)
Actually, on second thought, I think depending on the combination, Emerald141's mechanism could still allow for some wrong combinations, if entered quickly enough. But at least it won't malfunction on the correct combination being entered quickly.

The wrong combination problem can probably be eliminated by using really fast gates and monsters. So replace turtles with ultrafast spikeyballs activating buttons to raise bridges, and you can probably get it working perfectly.

Re: Compact "Blue Shard" Mechanism

Posted: Wed May 27, 2009 12:34 pm
by AJQZC
Emerald141 wrote:I used the Spy-Eye to look upwards in the Blue Shard level, and found that I couldn't see the entire thing.
I wanted to be able to use the mechanism in my levels, but I didn't want it to take up that much space.
Today in my free time, I designed a compact Blue Shard machanism that only takes up a 7x11 space.
In the screenshot below, the buttons must be pressed in the order of the rainbow. If they are not, the last turtle will not make it to the metal button.

I hope this proves useful. :D

Superb! :D

It's indeed better than the mechanism in the official level.

Posted: Wed May 27, 2009 8:21 pm
by Emerald141

Posted: Wed May 27, 2009 9:10 pm
by Emerald141

Posted: Wed May 27, 2009 10:10 pm
by stinky2
cbloopy wrote:Ok, finally found it (turns out it's Adventure 70).

And I remembered wrong. The blue shards mechanism in the game does not allow for mistakes; you have to restart the adventure if you mess up.

I've converted it and made the appropriate terrain modifications so you can actually see the mechanism in action. See attached adventure. (The raw converted level without the modifications is also included, as 3.wlv.)

And kudos to Emerald141, as his mechanism is clearly simpler and superior to the one in the official game! The one in the official game can "malfunction" if you press some of the buttons too quickly, and even allows for a few "wrong" combinations if you pressed certain buttons quickly enough and lucky enough in the timing. Emerald141's doesn't have those problems. 8)

this adventure is MUCH easer mthan the one in wa1. thanks for the level anyways. :D

Posted: Wed May 27, 2009 11:16 pm
by Emerald141

Posted: Thu May 28, 2009 1:06 am
by stinky2
Emerald141 wrote:I don't mean to be rude, but do you even see the point, stinky2? :?:
yes i saw it emerald141

Posted: Thu May 28, 2009 8:48 pm
by Emerald141

Posted: Fri May 29, 2009 8:24 pm
by Emerald141

Posted: Thu Aug 06, 2009 2:38 am
by gameboy991
Speaking of the blue shard, does anyone know the combination? I wrote it down once I had the order, but it didn't work and I had to cheat.

Posted: Thu Aug 06, 2009 4:26 am
by Yutoma
Just follow the rainbow! :wink:
I hope this helps.

Posted: Thu Aug 06, 2009 2:34 pm
by Emerald141

Posted: Thu Aug 06, 2009 5:07 pm
by gameboy991
Oops. Sorry. :oops:

Anyway, I WOULD use it, but I don't know how to download custom WA adventures yet. But I'm sure there's a topic explaining it... somewhere...

Posted: Thu Apr 28, 2011 3:01 am
by Nobody
My next adventure will be about figuring out a combination-can you make a version of this with an 8-button combination?

Posted: Thu Apr 28, 2011 3:09 am
by Emerald141

Posted: Sat May 28, 2011 6:02 pm
by Master Wonder Mage
Big BUMP.
I came up with a very simple one with no possible mistakes.
The gate speeds are 40 and the spikyball speed is 100, although lower speeds would probably work as well. Attached is the editor screenshot and the level.

Posted: Mon May 30, 2011 10:07 pm
by Emerald141

Posted: Mon May 30, 2011 10:21 pm
by Master Wonder Mage
Thank you.

Posted: Sat Aug 20, 2011 9:33 am
by Plurm
I try but it can also moved in RAINBOW order :?

Posted: Sat Aug 20, 2011 12:36 pm
by Master Wonder Mage
The combination is rainbow order.