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Maze Bot mod

Opiette's very successful version of the game.

Maze Bot mod

Postby Catelite on Wed Jul 28, 2010 4:47 pm

I was helping ClassiestMedic get his directional bots working today, and after being unable to get it to work due to not having made the mod myself, I gave up and started from scratch.

...And it made this cube that moves and collides with walls +_+

And so in the same spirit as (I think) the mods before that involved bouncing laser beams and lining up tubes for rapidly flowing liquid, I set up a level that could contain this box with all sorts of interesting perils inside.

It's a small maze. With laser beams and flowing, destructive water. >_>
I made several other mazes later on.
Image
Image
(These are separate maps by the way)

The idea is to use WASD to move this box to safety, at the bottom-right corner of the maze, before the flowing water blocks its path. While it can survive being rained on (90% of the time, it's still dangerous), trying to submerge the craft will almost consistently break it. Laser beams however, are insta-death. The Z key can be used to emit a small electric pulse from the bot.

At the end of each laser beam, a switch is located on the opposite side of the wall that you can push to make the laser disappear. The idea, is to reach all three switches before the water closes up your escape route. In addition, wires can be made that carry currents -very- quickly, and can be severed, or activated using switches. Water can also carry currents.

Wires have several output and input elements now, including one that emits sparks when turned on, and a pixel that "teleports" the bot to a new location across a wire. Though it's tricky and relies on a pexplosion to get the charge going.

I'm curious to see what mazes other people can make. ^^


http://www.box.net/shared/n52j1bkq2a <- The image files I've made to be played with this. Need to be opened after the mod is loaded.
http://www.box.net/shared/qmaq1h430y <- The mod itself.

I made this using 4.6.3, using the new heat system. If you're not sure, open settings.ini and change "Use New Heat:0" to "Use New Heat:1". It may run without this change, but I haven't tested to see.

...Also, make sure to have "Enable Ambient Temperature" disabled in-game. It's on by default, but it prevents lasers and the box trails from disappearing properly. I made a mistake that caused the ending element to fail due to temperature, which is fixed now.

*Added an element description that explains easily how to stop the program from beeping if you click on a button and then try to use WASD.
Last edited by Catelite on Tue Aug 10, 2010 11:48 am, edited 1 time in total.
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Re: Maze Bot mod

Postby Catelite on Tue Aug 10, 2010 11:46 am

I've added a couple of new elements for fun, including a wire that uses temperature in order to carry current. It can travel better on 1px lines rather than thicker, and doesn't fade out for VERY long distances. I haven't tested this to see how far it goes, so I'm assuming it's far enough. xD

I haven't put descriptions on the elements yet, but most of them have very intuitive names.
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Re: Maze Bot mod

Postby purple100 on Tue Aug 10, 2010 12:48 pm

This is really cool. Games within games have become amazing. I like what you've done with items and key controls.
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Re: Maze Bot mod

Postby Catelite on Wed Aug 11, 2010 5:37 am

This was originally ClassiestMedic's idea though I don't know exactly what he'd wanted to do with it. @_@

I've been -trying- to make wires in wxSand that would adhere to WireWorld's rules, but trying to get one set of cellular automata rules to work within another is trickier than I thought. Using 100% speed neighbor interactions tends to make elements that spin out of control impossibly fast, but use anything slower and you risk having a reaction disappear before it reaches its destination.

...I somehow made a wire that can travel very quickly along 1px lines though. xD You have to enable Wire and Spark element to show in the menu to play with them. I don't know if it can be used for logic gates or not, I need to research those.
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Re: Maze Bot mod

Postby purple100 on Wed Aug 11, 2010 2:14 pm

I made some logic gates but there's no way to synchronize anything. Reading or writing to gate-based memory is near impossible without a synchronous clock.
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