No tricks. Use - sensor effect, and new effect - "slider in slider" Spoiler: VS Time - 1:22 (short and fun ) Friends , I made this effect MORE SPECTACULAR on the demo level. Please look at the demo card - you will like it: Spoiler: Demo VS
Explanation of the effect: The real physical form of the slider is not as we see it! In fact, the slider is two plates, each measuring (approximately) 1/4 of the thickness of a full block. Between these plates there is EMPTINESS! Accordingly, if you lower one of the sliders a little lower, they will be able to pass through each other! There is a stable way to lower the slider - attach it to the motor below the eye. Then the slider will lower to the desired position. But this can only be done with horizontal sliders. Unfortunately, I don't know a stable way to move a vertical slider to the side. Theoretically, they will also pass through each other. But in practice, I don't know how to do this. Maybe someone will figure out how to do this.
I liked the logic in the level. I was expecting the effect of the lower draggable on the sensor to be a bigger part of the level but it was interesting to play with.
@Denis Nazin in the demo can both moving slider columns go into the central one at the same time? I tried but only one at a time could pass through (because there is a round FD block at the base of each column).
I got confused at the top ball but restarts and trying different taps did it. But i have a question about that little tree and what he's for? Honestly, nowadays maybe even a grass on a stick can do game changing effects.
@Propesyonal The tree does not affect the effect in any way. It is needed to block the road on the grass and the second time to go to the slider was possible only by the ball. But you are absolutely right - the blocks and their location greatly affect the sensor! But this only applies to dynamic blocks - bot, slider, motor, ball, FD. Static blocks do not affect. Thank you very VERY much my friend!
Very cool effect, above everything in the demo. The logic of the level was nice ...cute design too. спасибо @Denis Nazin
A level with strict logic in it. I've been playing this since yesterday but keep messing up the order of the ball nudging. Path reuse is clever. Edit: I still don't get the role of the "sensor" with eye in your designed gameplay. I just keep on knocking out balls to build the required paths. As to the "sensor," I have accidentally stumbled upon it while building my first level, but I haven't included it in the level. But this behavior has given me an idea to use it as a ball nudger when B approaches.
@Denis Nazin - is this similar to what you were thinking when you mentioned vertical sliders? Spoiler: Vertical Juxtaposition