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Technological Developments & Showcases

Opiette's very successful version of the game.

Re: Technological Developments & Showcases

Postby Catelite on Mon Jul 05, 2010 3:51 pm

This is harder than it sounds @_@
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Re: Technological Developments & Showcases

Postby purple100 on Mon Jul 05, 2010 7:00 pm

I'm not sure if it can be done. Self reactions cause the element to lose all of its energy, but... I can change that :twisted:
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Re: Technological Developments & Showcases

Postby Catelite on Mon Jul 05, 2010 8:03 pm

In this code, I had to use a self reaction in order to make the temprange element conductive (since an element that changes via temprange on every frame is as good as 0 conductivity, I think), but then as you mentioned it kills the heat after a very short distance. >_<

...But at the very least, it makes a good thermometer.

Code: Select all
#wxSand: Owen Piette's Falling Sand Game
#Version 4, File subversion 2

element Empty 0 0 0 0 0 0 0 1
element Wall 127 127 127 0 0 1 0 1


element MoveA 30 0 0 0 0 1 0 0
element MoveB 0 30 0 0 0 1 0 0
element MoveC 0 0 30 0 0 1 0 0

element MoveA! 255 255 255 0 0 1 0.5 0
element MoveB! 255 255 255 0 0 1 0.5 0
element MoveC! 255 255 255 0 0 1 0.5 0

element MoveA? 255 0   0   0 0 1 0.5 0
element MoveB? 255 0   0   0 0 1 0.5 0
element MoveC? 255 0   0   0 0 1 0.5 0

self 0.4 MoveA? 1 MoveA!
self 0.4 MoveB? 1 MoveB!
self 0.4 MoveC? 1 MoveC!

element Fire 255 0 0 -1 1 0 1.4 1
self 0.01 Fire 1 Empty


neighbor 1 MoveA Fire 1 MoveA! Fire
neighbor 1 MoveB Fire 1 MoveB! Fire
neighbor 1 MoveC Fire 1 MoveC! Fire





temprange MoveA 30 99 MoveA!
temprange MoveB 30 99 MoveB!
temprange MoveC 30 99 MoveC!

temprange MoveA! 0 29 MoveA
temprange MoveB! 0 29 MoveB
temprange MoveC! 0 29 MoveC



hotneighbor 4 MoveA! MoveA
hotneighbor 4 MoveA! MoveB
hotneighbor 4 MoveA! MoveC
hotneighbor 4 MoveB! MoveA
hotneighbor 4 MoveB! MoveB
hotneighbor 4 MoveB! MoveC
hotneighbor 4 MoveC! MoveA
hotneighbor 4 MoveC! MoveB
hotneighbor 4 MoveC! MoveC

hotneighbor 4 MoveA MoveA!
hotneighbor 4 MoveA MoveB!
hotneighbor 4 MoveA MoveC!
hotneighbor 4 MoveB MoveA!
hotneighbor 4 MoveB MoveB!
hotneighbor 4 MoveB MoveC!
hotneighbor 4 MoveC MoveA!
hotneighbor 4 MoveC MoveB!
hotneighbor 4 MoveC MoveC!

neighbor 1.0 MoveA! MoveA 1 MoveA! MoveA?
neighbor 0.2 MoveA! MoveB 1 MoveA! MoveB?
neighbor 0.1 MoveA! MoveC 1 MoveA! MoveC?
neighbor 1.0 MoveB! MoveA 1 MoveB! MoveA?
neighbor 0.2 MoveB! MoveB 1 MoveB! MoveB?
neighbor 0.1 MoveB! MoveC 1 MoveB! MoveC?
neighbor 1.0 MoveC! MoveA 1 MoveC! MoveA?
neighbor 0.2 MoveC! MoveB 1 MoveC! MoveB?
neighbor 0.1 MoveC! MoveC 1 MoveC! MoveC?
neighbor 1.0 MoveA MoveA! 1 MoveA? MoveA!
neighbor 0.2 MoveB MoveA! 1 MoveB? MoveA!
neighbor 0.1 MoveC MoveA! 1 MoveC? MoveA!
neighbor 1.0 MoveA MoveB! 1 MoveA? MoveB!
neighbor 0.2 MoveB MoveB! 1 MoveB? MoveB!
neighbor 0.1 MoveC MoveB! 1 MoveC? MoveB!
neighbor 1.0 MoveA MoveC! 1 MoveA? MoveC!
neighbor 0.2 MoveB MoveC! 1 MoveB? MoveC!
neighbor 0.1 MoveC MoveC! 1 MoveC? MoveC!






element Pipe 0 0 0 0 0 1 0 1
element PipeWave  255 255 255 0 0 1 0 0
hotcolor Pipe 255 255 255
hotcolor PipeWave 0 0 0
self 0.00002 Pipe 1 PipeWave
neighbor 1 Pipe Empty 1 Pipe Wall
neighbor 0.1 PipeWave Pipe 1 PipeWave PipeWave

neighbor 1 PipeWave Empty 1 MoveA Empty
neighbor 1 MoveA PipeWave 1 MoveA MoveB
neighbor 1 MoveB PipeWave 1 MoveB MoveC
neighbor 1 MoveC PipeWave 1 MoveC MoveA

element WallAbsorb 40 40 40 0 0 1 0.5 1
hotcolor WallAbsorb 255 0 0


#An down-moving pipe that appears to have an open end.
item TubeOpenDown 1
MoveA 1 MoveB 2 MoveC 3  Empty . Wall W
"WW1111111111WW",
" WW22222222WW ",
"  WW333333WW  ",
"  WW111111WW  ",
"  WW222222WW  ",
"  WW333333WW  ",
"  WW111111WW  ",
"  WW222222WW  ",
"  WW333333WW  ",
"  WW111111WW  ",
"  WW222222WW  ",
"  WW333333WW  "

#Pipe moving down, and then torwards the right.
item TubeDownRight 1
MoveA 1 MoveB 2 MoveC 3 Empty . Wall W
"WW111111WW       ",
"WW222222WW       ",
"WW3333333WW      ",
"WW11111111WWWWWWW",
"WW222222223123123",
"WW333333333123123",
"WWW11111111123123",
" WW22222222223123",
" WW33333333333123",
" WWWW123123123123",
"  WWWWWWWWWWWWWWW",

#Pipe moving left, and then upwards.
item TubeLeftUp 1
MoveA 1 MoveB 2 MoveC 3 Empty . Wall W
"WW333333WW       ",
"WW222222WW       ",
"WW111111WW       ",
"WW333333WW       ",
"WW2222223WW      ",
"WW11111132WWWWWWW",
"WW333333321321321",
"WW222222321321321",
"WWW11111321321321",
" WW33333321321321",
" WW22222221321321",
" WWWW111111321321",
"  WWWWWWWWWWWWWWW",


#Pipe that moves right-wards.
item TubeRight 1
MoveA 1 MoveB 2 MoveC 3 Empty . Wall W
"WWWWWWWWWWWWWWWWWWWWW",
"123123123123123123123",
"123123123123123123123",
"123123123123123123123",
"123123123123123123123",
"123123123123123123123",
"123123123123123123123",
"WWWWWWWWWWWWWWWWWWWWW"

#Pipe that moves down, and then to the left.
item TubeDownLeft 1
MoveA 1 MoveB 2 MoveC 3 Empty . Wall W
"       WW111111WW",
"       WW222222WW",
"      WW3333333WW",
"WWWWWWW11111111WW",
"321321322222222WW",
"321321333333333WW",
"32132111111111WWW",
"32132222222222WW ",
"32133333333333WW ",
"321321321321WWWW ",
"WWWWWWWWWWWWWWW  "

#Pipe that moves right, then upwards.
item TubeRightUp 1
MoveA 1 MoveB 2 MoveC 3 Empty . Wall W
"       WW333333WW",
"       WW222222WW",
"       WW111111WW",
"       WW333333WW",
"      WW3222222WW",
"WWWWWWW23111111WW",
"123123123333333WW",
"123123123222222WW",
"12312312311111WWW",
"12312312333333WW ",
"12312312222222WW ",
"123123111111WWWW ",
"WWWWWWWWWWWWWWW  "



#Pipe that moves to the left.
item TubeLeft 1
MoveA 1 MoveB 2 MoveC 3 Empty . Wall W
"WWWWWWWWWWWWWWWWWWWWW",
"321321321321321321321",
"321321321321321321321",
"321321321321321321321",
"321321321321321321321",
"321321321321321321321",
"321321321321321321321",
"WWWWWWWWWWWWWWWWWWWWW",


#Pipe that moves downwards.
item TubeDown 1
MoveA 1 MoveB 2 MoveC 3 Empty . Wall W
"  WW111111WW  ",
"  WW222222WW  ",
"  WW333333WW  ",
"  WW111111WW  ",
"  WW222222WW  ",
"  WW333333WW  ",
"  WW111111WW  ",
"  WW222222WW  ",
"  WW333333WW  ",
"  WW111111WW  ",
"  WW222222WW  ",
"  WW333333WW  ",
"  WW111111WW  ",
"  WW222222WW  ",
"  WW333333WW  ",

#Pipe moving upwards.
item TubeUp 1
MoveA 1 MoveB 2 MoveC 3 Empty . Wall W
"  WW333333WW  ",
"  WW222222WW  ",
"  WW111111WW  ",
"  WW333333WW  ",
"  WW222222WW  ",
"  WW111111WW  ",
"  WW333333WW  ",
"  WW222222WW  ",
"  WW111111WW  ",
"  WW333333WW  ",
"  WW222222WW  ",
"  WW111111WW  ",
"  WW333333WW  ",
"  WW222222WW  ",
"  WW111111WW  ",

#Pipe moving upwards and to the left.
item TubeUpLeft 1
MoveA 1 MoveB 2 MoveC 3 Empty . Wall W
"WWWWWWWWWWWWWWW  ",
"321321321321WWWW ",
"32133333333333WW ",
"32132222222222WW ",
"32132111111111WWW",
"321321333333333WW",
"321321322222222WW",
"WWWWWWW11111111WW",
"      WW3333333WW",
"       WW222222WW",
"       WW111111WW",

#Pipe moving upwards and to the right.
item TubeUpRight 1
MoveA 1 MoveB 2 MoveC 3 Empty . Wall W
"  WWWWWWWWWWWWWWW",
" WWWW123123123123",
" WW33333333333123",
" WW22222222223123",
"WWW11111111123123",
"WW333333333123123",
"WW222222223123123",
"WW11111111WWWWWWW",
"WW3333333WW      ",
"WW222222WW       ",
"WW111111WW       "

element Torch 200 50 50 0 0 1 0 1
neighbor 1 Torch Empty 1 Torch Fire
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Re: Technological Developments & Showcases

Postby alexyellow on Thu Jul 15, 2010 6:19 am

put a blog of each touching and see a kind of two way worm
Code: Select all
element C 255 0 0   0 0 1 0 1
neighbor 0.1 C Empty 1 C C
neighbor 1 C C 1 Empty Empty
notneighbor D 5 C C

element D 0 255  0   0 0 1 0 1
neighbor 0.1 D Empty 1 D D
neighbor 1 D D 1 Empty Empty
notneighbor C 5 D D
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Re: Technological Developments & Showcases

Postby purple100 on Thu Jul 15, 2010 8:25 am

Hey, that's pretty cool. I like how it wanders around while it grows.
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Re: Technological Developments & Showcases

Postby Catelite on Thu Jul 15, 2010 8:49 am

You could make an entire mod off of that, I bet. I wonder how that'd work using walls that destroy/encourage worm movement.


Worm lasers. :O

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I changed the 5 Notneighbors to 2, just to see. 1 produced an explosive mass. ^^
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Re: Technological Developments & Showcases

Postby alexyellow on Thu Jul 15, 2010 12:04 pm

The notneighbor keyword as improved alot the game, but even better would be the same aplied to the self keyword, and the oposite of the two (a reaction would only ocour if under the radius of the "activating" element) and put all that in the same line as the neighbor line.

like this:

neighbor 1 A B 1 C D not E 10 act G 5

elements A and B reacts only if more than 10 pixels away from element E and not farther away than 5 pixels from element G

this would produce alot of lag but we have to use our twin core pentium for anything.
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Re: Technological Developments & Showcases

Postby purple100 on Thu Jul 15, 2010 1:48 pm

I had originally placed a ridiculously high upper bound on notneighbor lines and 4.6.4 will restrict it to 16. It still takes forever if you use that value.
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Re: Technological Developments & Showcases

Postby Mad Hatter on Thu Jul 15, 2010 6:51 pm

I have been tossing this idea around in my head and I think It'd work out, I'll try coding it tomorrow afternoon, BUT tell me if you see any obvious flaws.

I hate the way fire looks, just boring particles floating upwards. what if the fire element trailed a negative-density (gas), slowed-down version of the ??? element that gave the fire a more solid, uprising form. The reaction would be kept at bay by random pexplosions of empty after X amount of time, this would mean that the fire would continue to rise up and would be held back by the explosions, however if it got out of hand, it'd be very . . . odd. I'd have to fine-tweak the reactions to minuscule accuracy, so it may take some time.

Anyone see any obvious flaws?
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Re: Technological Developments & Showcases

Postby sandgamer95 on Thu Jul 15, 2010 7:02 pm

Not a flaw, but a problem you might run into is that if it gets past the pexplosions, it will be ??? lol
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