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Everything posted by ababaBABABABABBA

  1. I think the campaign would be more fun to play if eventually you got all the upgrades meaning you could deploy ships without a cost and then the difficulty (enemy health, amount of enemies, multiple missions per planet, enemy firepower, etc would gradually scale up so it would still be interesting to play and build stuff late game after destroying a corp planet. Also should bring back the scattered arenas in galaxies, or add them in random encounters where you get lured or kidnapped and forced to compete, or both, this could create a better mesh between singleplayer and multiplayer and get people interested to play it if campaign mode isn't their thing.
  2. yeah but using that you cant tell a hammerhead from a manta
  3. [reposted from July 24, 2019] You will be able to choose a tournament to enter based on Tiers: Based on part count Divisions: Based on individual wins Normal: Versus all uploaded drones Tiers: (You will only face other drones in your tier) (another option is no minimum parts but a maximum part count) 1-25.........Featherweight 26-50.......Lightweight 51-75.......Middleweight 76-90.......Cruiserweight 91-100.....Heavyweight Divisions: (from highest to lowest) (You will only face other drones in your division) * means number can be adjusted based on amount of drones uploaded, how many wins drones have or could have, etc Makuuchi.......Top division..........500-∞* wins Fixed to 42* drones, the bottom ranked drone will be demoted if surpassed Jūryō..............Second division....400-∞* wins (40 tournament wins) Drones bumped down from the top division will place here even if above 500 wins No drone limit Makushita......Third division........300-399* wins (30 tournament wins) No drone limit Sandanme......Forth division.......200-299* wins (20 tournament wins) No drone limit Jonidan..........Fifth division.........100-199* wins (10 tournament wins) No drone limit Jonokuchi......Sixth division........1-99* wins No drone limit Wins will count from tournaments you enter or wins you gain from other players facing your drone Division&wins and tier&part count will be displayed when in a match across all tournament modes For approx 30s a match, winning every match, it would take 4.167 hours to get 500 wins and be in the top division A leaderboard can be viewed where players can select a division from a drop down menu and see other drones+built by ___ along with their part count, a small image of the drone can be shown to the left of the name that can be enlarged by hovering over it for 1s Players can also use a search bar to find a specific drone or a separate tab that shows all of their drones and stats (search bar can also search by selecting one or more attributes such as [part count highest/lowest], [wins highest/lowest], [win ratio highest/lowest] so that players can use the combination they want) When you reach a new division there can be a congratulations screen ex. Congratulations, your drone _____ has been placed into Jonidan, the Fifth Division! Some rewards can go along with this, such as resources, additional parts for campaign mode, a special skin that you can use, etc I believe sumo is one of the best things about this game, and can be made much more fun than it already is 🙂 Sources for names etc https://en.wikipedia.org/wiki/Professional_sumo_divisions https://en.wikipedia.org/wiki/Weight_class_(boxing)
  4. @NumNutZ you want a button to activate boosters but not one side if something happens? use an and gate with that not gate something happens in input 2 if thats not it then i dont understand
  5. you have to use abbreviations that tell exactly what it is so you wont forget like if you have a tag on your main drone's, directional sensor, pointing to gravity, tilted left, and its a signal that goes into another gate instead of directly to something then the tag could be m ds grav L sig or just use the programmable leds and then write your labels for the logic sections starting with something like | since you have 3 tag lines on those but i agree we need tag/key binding window
  6. @CheckFire 3. I dont think there is anything that can calculate the rate that your speed is increasing/decreasing if thats what you mean, but maybe you could do something with chaining speed sensors, though i dont know why you would want to know the rate of change 4. idk what you mean by this, but if you mean filtering out inputs when you dont want them, you can put the input you want in input1 and gate, then another input which will act as the clearance in input 2, output is what you want input1 to do while input 2 is giving the clearance 5. dont have an idea of what you mean by this, example?
  7. i think this is being planned in an update already
  8. @Mulakulu did you try using a logic splitter anything attached to/under the splitter will only transfer signals to other parts also under that logic splitter line
  9. @Roblin you probably know this first part but you can use and gates with input 1 being your signal and input 2 being something else to prevent or allow the signal to go through or you can use a xor gate depending on what you are doing part 2 sounds like you would need multiple factory parts or use a piston with a distance sensor on the logic splitter to input stuff into the minidrone (idk how big yours are) If you are using multiple directional sensors maybe you could use multiple vtol sets instead depending on how big your minidrones are but if you drones are going to be big they are going to take a while to reprint so again probably better to use multiple factory parts are you trying to do it for the programmer campaign?
  10. you can already make a signal filter with the logic parts
  11. The anchor sticks into terrain the sticky part sticks to organic matter like enemies
  12. Have a check box "auto next match" on the 'play next match' screen and then when the current match in the tournament ends it will go back to that screen, show an animation of the next circle in the line filling/lighting up (indicating you have progressed to the next match) and instead of all of the matches you won have a dot in the center, only the current match you are about to do will have a dot in the center. Then it will automatically throw you in the next match so you dont have to keep clicking the buttons if the matches last for like 5 seconds. Also maybe have the dot indicator be a different color then the circle around it, maybe the color corresponding to the arena you are in
  13. In the editor you can toggle skins off/on and have it save that way, so when you go to different places the skins wont show Right now you can only temporarily hide the skins with f6 but it does not carry over when you use it again
  14. Add an explanation for what tags are when explaining that you can bind keys to parts in the tutorial
  15. An interactive collapsible menu that shows all the keys/tags that are currently in use, how many parts they are being used by, which parts they are used by, and select all the parts with that key/tag. You can search for specific keys/tags
  16. If a part has a skin attached to it, when you select that part again the skin menu will automatically be open when the menu opens it will automatically scroll down to show the skin that you have selected on it
  17. The sumo arena has had multiple looks to it, and i think they all looked cool If you could choose the arena theme you wanted or maybe even unlock them from number of tournament wins i would love it
  18. Press and hold your created weapon icon while in the weapon workshop and drag them above or below one another to freely sort them
  19. You can make folders for drones in the hangar and move them around, option to sort by folders (would be in alphabetical order) have them at the top or the bottom
  20. yeah right now its hard to differentiate mantas from enemies that dont have projectiles if you could sense if parts get damaged after the enemy gets detected then could solve it
  21. i thought about this too before the impulse is activating the output for .9s but what i don't know is if the delay gate takes that as a single tick input regardless of the duration it's held --- or if it takes it as a bunch of inputs, basically infinite since its being held, and then just registers the last tick when the input active held duration ends for the delay gate to activate all the leds, the impulse giver activation time has to be greater than the delay gate time [ 1s ] since the top two were .9 and 1.00 they didn't register and only the bottom 1.1 did for the delay gate holding the led on the delay gate doesn't have a held output so it should be one tick but the input isn't one tick its technically infinite ticks but if it worked by registering the held tick inputs as infinite and then doing the output for each tick of the input which would make it register as infinite then maybe the delay gate would output each tick, or have infinite ticks for the duration of the input that went into it instead of infinity the game could just immediately activate another tick if it's 'held' so there isn't a gap, its not technically infinite seamless but it would simulate no gaps and then the delay gate would output each tick that went into it idk if the game can recognize infinity, if the smallest possible time it can do is in fact one tick this would mean that if impulse held output --> .9 | delay gate --> activates the first tick after the set delay time and then continues activating the rest of the ticks comprised in the .9 input for .9 seconds so in the example there was a 1 second delay time that would mean that the led will light 1s after the very first tick from the impulse held output and it should light up for .9s first tick == ' first and ending ticks == | [3s]---------------->['] <no gap> [starts delay gate 1s]--------->|------------------------------------->[.9s]---------------------------------------------->| (impulse wait) ^ ^ ^ (activation stops when delay gate uses all ticks) ^> |-------------->[.9s]--------------->| ^ > > > > > > > > ^ ^ (impulse held time output ^ (delay gate keeps getting ticks) ^ immediately? fills with ticks) ^ ^ ^ ^ > > > > > > ^ (delay gate takes 1st tick) i think the way it works now is that it if the input is still not being pressed after the delay finishes it won't activate so a more accurate name would be a trap gate (may or maynot exist in real life) probably needs a description like Waits for the input key to be activated for a set time, then activates output key. tell me if there is something wrong also check this out the battery full output is not going to the delay gate input but it is lighting the battery full led it's not starting below full so should at least put out one tick of battery full but it must be doing that because the led is lighting but then why isn't it going to the delay gate input battery full output.drn
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