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Mechanism Topic
Posted: Thu Aug 09, 2012 8:24 pm
by Emerald141
Posted: Thu Aug 09, 2012 8:29 pm
by ab-47
Here's a mech I discovered
http://pcpuzzle.com/forum/viewtopic.php?t=23584, it's a conversion test, converting all gates into a specific color order.
Posted: Thu Aug 09, 2012 8:33 pm
by MyNameIsKooky
This topic will be useful!
Here's my Scritter/cage discovery put to practical use. I call it the RNG (Random Number Generator). This one has three different outcomes. As Emerald said, Scritters always go in a random direction when exiting a cage, regardless of when the cage is opened.
The rotator button rotates the leftmost spring and the wooden button opens the cage. The Spikeyball turns left. The General Commands can do whatever you want, of course.
EDIT: Oh, and the cage opens at speed 120. If the cage is too slow, the Scritter will get destroyed by the springs.
Posted: Thu Aug 09, 2012 10:58 pm
by Emerald141
Posted: Fri Aug 10, 2012 2:16 am
by |Cookie|
Random Mechanism i made..
It's something like..
Spikeyloop.

Note: How to use it will be posted with an adventure soon
Note2: the spikey ball speed is 10, and gates activatoin speed is 40, the spikey ball bounce to left..
Posted: Fri Aug 10, 2012 7:03 am
by Qloof234
Good Lord, the lot of you. You're making computers and stuff in WA and I'm having trouble making the game track the player's X/Y position
Posted: Fri Aug 10, 2012 9:28 am
by Pawelec
Qloof234 wrote:Good Lord, the lot of you. You're making computers and stuff in WA and I'm having trouble making the game track the player's X/Y position
Well, tracking is simple. You make one long row and one long collumn below the adventure area with ultrafast chompers in them.
Posted: Fri Aug 10, 2012 1:19 pm
by Emerald141
Re: Mechanism Topic
Posted: Wed Aug 15, 2012 1:29 am
by Wonderman109
Emerald141 wrote:
The only truly random event in the game is the direction Scritters go out from their cages when released, as was discovered by MyNameIsKooky. However, I like to use Spikeyballs more than Scritters because they're way more predictable.
No, one of two. The other is when a scritter has to choose between going on a left passage or a right passage when it can't go forward.
Anyways, here's another spikeyball mechanism.
A speedy spikeyball (this one is set to +500 BTW) here is moving in a circle where it has to turn right at every corner. However, this spikeyball likes turning
left.
Every time the red toggle button is popped by the player, a gate closes preventing the player from messing up the system and the spikeyball can go down any of the gate paths.
The red gates with metal frames open twice as fast as those with brick frames, so if the red gates open when the spikey is near them, it goes into the metal ones but otherwise it goes through the brick ones.
The randomness allows eight different paths. Instead of GCs, I used buttons to show an example here of how a mechanism can make a simple but annoying puzzle...the orange, yellow, green, and blue buttons are only pressable once for each subcolour and are used when Speedy Spikeyball dashes through a brick gate. The indigo ones are pressed when Spedy Spikey goes through a metal gate.
In any case, the spikeyball preses a red toggle button and is springed back to its starting loop. Because it turns left, it ends up in the same position as it began in - going right when it's a left-turn spikeyball.
A simple puzzle made out of it, shown below.

Re: Mechanism Topic
Posted: Wed Aug 15, 2012 1:37 am
by Emerald141