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ababaBABABABABBA

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Posts posted by ababaBABABABABBA

  1. On 6/10/2020 at 9:38 PM, Shawgoth said:

    The more you get familiar with the game, the more drones you create. If they are about 10 or 15, it is simple to choose the one you want just using the slider, but it becomes more difficult as the numbers grow.
    I think it would be nice to implement some directory/category/tag system to browse and filter your drones so that you can attach one or more tags to each one, or just put the drone in an in-game customizable directory (like if it was a project file).
    In this way, if you want to scroll - for example - only your battle/race/sumo/etc drones, you can obtain this with just one click.

    100%

  2. 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.

  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. On 5/26/2020 at 3:08 PM, Mulakulu said:

    While it does seem that just enabling tags and using those would solve your problem (top left corner when in building mode), a whole new window to show what tags are inputs and outputs and where the tags are used will be amazing. I've tried to make complex machines and just giving up near the end since by the time I've finished a section of the code, I've forgotten what all the other tags meant

    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 

  5. @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?

  6. @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?

     

     

     

    Nimbatus_GIF_202005261401245897.gif

    Nimbatus_GIF_202005261250305907.gif

    Nimbatus_Screenshot_202005261402559047.png

  7. On 5/21/2020 at 11:42 AM, Roblin said:

    Idea: 

    something should allow some but not all signals (keypresses and tags) to propogate through them.

     

    Purpose:

    lets say you have a factory part that creates individually autonomous drones (from here called the "Drone Swarm"), to do this you would currently need to use a logic splitter to prevent the steering-sensors of one swarm-drone to interfere with the steering of another, identical swarm-drone.

    however, the same logic splitter would also prevent all signals from some other, regulatory drone (from here called the "mothership"), which makes it impossible to have the mothership dynamically change what the swarm targets.

    for example, you might want to have the swarm able to target 4 different things, enemies, resources, mission objectives or the mouse cursor and have the mothership send signals to change what the swarm is doing, this is currently impossible without extremely cumbersome workarounds like using a remote logic connector connected to some moving part which reads the signal command and activates some sensor inside the logic splitter.

     

    also, this would make it simple for a swarm-drone to be made aware of whether it has been disconnected from the mothership, something which currently needs to be inferred through the use of sensors, which can produce false positives or false negatives through turbulence.

     

    also, without this functionality it is equally cumbersome to send data from swarm drones back to the mothership, for example, perhaps you want to have an exploratory drone swarm which searches for the mission objective and, when it finds it, wants all other swarm drones to gather to it. this is currently impossible.

     

    the only current way of having a drone swarm capable of cooperatively performing more than one task is to have each drone programmed to independently judge the situation using nothing but its own sensors

    or

    making multiple different kinds of drones, each specialised for its own task but unable to communcate that said task is completed, meaning every kind of drone must be continously produced at all times even if most of them are not needed for the current project.

     

    Possible Implementation Methods:

    1. let there be a logic part which acts as a logic splitter (or redesign logic splitters to have this functionality) except you can name some number of signals which are propogated normally, possibly with a blacklist/whitelist option letting the player choose whether the listed signals are the only ones allowed through or the only ones blocked.

     

    2. have a specialised IF-gate which: if it recieves the input signal then it sends the output signal through a parent remote logic connector into, presumably, a logic splitter network. 

    this way one can use the remote logic connector in combination with these specialised IF-gates to propogate signals from the mothership into a logic splitter.

    drawback: this implementation doesn't allow swarm drones to send data back to the mothership.

    you can already make a signal filter with the logic parts

  8. 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

    • Like 1
  9. 2 hours ago, Fire209 said:

    Detect when certain blocks in range or when itself is/are hit or destroyed. I'm imagining reactive shields when hit might be something possible with this sensor.

    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

  10. 7 hours ago, Konchog said:

    The delay gate seems to be acting differently than I imagined.  Maybe it changed in the last update?

    So, in the enclosed drone (see picture), the three circuits all have an impulse pause of 3 seconds, and the gate has a delay of 1 second.

    From the top down, the impulses last for 0.9s, 1.0s, and 1.1s respectively.

    Before you run the drone, ask yourself which LEDs are going to be lit, and at what time offset from zero are they going to be lit, and for how long?

    I would have thought, bearing in mind it's a delay gate - that we would see all 3 LEDs lit, all at the 4th second, with the each LED being lit for 0.9s, 1.0s, and 1.1s respectively.

    Seems reasonable, for a delay gate.

    3 circuits

    But that is not what happens.

    In fact, only the bottommost LED is lit, and it is lit for 0.1 second.

    So - it appears that an 'off' value sent to the delay gate while it is processing the delay just clears the gate's internal delay buffer.

    filter component.drn 23.54 kB · 0 downloads

    It seems that any change to the input cancels the buffer, which means it's some sort of short frequency filter. Maybe that is your intent - but I think that calling it a delay gate is a bit weird.. There's a real thing called the "gate delay" (or propagation delay) - which is the length of time which starts when the input to a logic gate becomes stable and valid to change, and ends at the time that the output of that logic gate is stable and valid to change.

    The only way I can see to get the the behaviour I expected efficiently is by adding a driver - a buffer gate, which has the timing set to be equal to the delay gate. (see the following drone for the blinkenlights). While this works, it does mean that the forward timing (of the delay gate) must be repeated in the buffer gate, which doesn't seem to be correct.

    I am quite willing to be told that I am ignorant and out of my depth here!

    delay driven with buffer gate.drn 53.02 kB · 0 downloads

    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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