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Mechanisms Sharing new (and old) mechanisms

Discussion in 'Level Creation Help' started by meko, Sep 17, 2016.

  1. meko

    meko Italian Moderator

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    I and some members have thought a place where all can share their mechanism. This will help the forum:
    Some creators of mechanism at the moment without ideas can share them,and other members will do a good use of them. The purpose of this thread is sharing a consistent part of levels with innovative mechanism, since 23 may; keep sharing them; asking for advices...
    Anyone can help this project writing some innovative levels.
     
    AnonymousChocolate and cpw like this.
  2. Frenzies

    Frenzies Administrator Staff Member

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    I have some to share (these are all in my album "Frenzies' Original Levels"):

    Floating Bot (I don't know who discovered that): You can place a Motor on the bottom of a bot for it to float/fly. To control it (that's the part I discovered), tap when a block is on the same level as the bot's Motor. My motorcycle mechanic actually uses this; the motorcycle weighs the bot down and prevents it from flying. Since its motor is on the ground, the bot is able to move the motorcycle around. Hope you understood it.

    Joystick (my version): A Motor is placed on a Slider and the slider is blocked to prevent it from moving. Then, you can place blocks to make a stick and add a Draggable on top. But now it's rotating. So, you put a motor attached to the stick, then more motors attached to THAT motor and so on (basically making the tail thing). Then you surround it with stone blocks. The flexibility of the motors allow the Joystick to move when you want it to, but prevent it from spinning.

    I have some more, but they're even harder to explain... let me know if you don't understand it; I'll attach some photos. And be sure to try the levels using those mechanics to see how it works (the Floating Bot is in Spiritual Assault, the Motorcycle is in Motorcycle, the Joystick is in Joystick by Frenzies).

    EDIT: Okay, so here's one I found long ago but didn't use it in a level:

    Help-me-think-of-a-name: You can put a Zapper or Eye on a Win Block, then attach the Win Block to a motor to make it freely movable. When it's touched, it will automatically activate. The glitch is pretty fragile, though...

    Motor overload (or suggest another name): If you put a group of motors attached to each other in various ways, it will bend into itself and go crazy
     
    Last edited: Sep 18, 2016
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  3. richardfu

    richardfu Moderator

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  4. cpw

    cpw Retired Moderator

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    Here are two of mine, one being my version of the joystick (basically similar to @meko 's), and the other being a Stopper mechanism with triple switches. No idea what to do with them yet though :D
    [​IMG] [​IMG]
     
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  5. cpw

    cpw Retired Moderator

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    And this one. Perhaps it's time for B to do some rope skipping :rolleyes:
    [​IMG]
     
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  6. Frenzies

    Frenzies Administrator Staff Member

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    That's not new, though.
     
  7. meko

    meko Italian Moderator

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    There are some good levels with innovative mechanisms:
    Tiny Jump Demo.png Yt6S0t_sKwk.jpg mekorama.png IMG_20160919_135935.jpg
    mekorama-38.png mekorama.png Quantum Bridge.jpg
     
    Last edited: Sep 19, 2016
  8. Frenzies

    Frenzies Administrator Staff Member

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  9. nGord

    nGord Standby Administrator, Retired Moderator Staff Member

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    You guys should really consider taking @richardfu 's advice and stick this in the "Level Creation Help" forum when one of you becomes a moderator... ;)
     
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  10. Frenzies

    Frenzies Administrator Staff Member

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    Why not now?

    And @cpw, you could just make a Joystick stage. What else is there to do with a Joystick? :D
     
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  11. richardfu

    richardfu Moderator

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    There's no problem for you to discuss here. I was simply making a suggestion. The reason is that I think it would be hard to discuss each mechanism properly when you stuff all ideas to one thread. Discussing them separately might be a better idea.
     
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  12. cpw

    cpw Retired Moderator

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    Here's one that I just figured out while pushing two sliders against each other :confused:
    [​IMG]
     
  13. Frenzies

    Frenzies Administrator Staff Member

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    @cpw Weird. But it looks good enough to use in a level. I can just see richardfu using this :D

    PS. Just a suggestion. Could you guys put the images in spoilers, or at least when you're posting multiple images? It's getting hard to scroll through here, and there're still more posts to come.
     
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  14. meko

    meko Italian Moderator

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    This is another mechanism.
    I've posted it before like a level, But iI don't think it's completely right to post a Demo. I've deleted this and I will post it only on this thread.
    The mechanism is really simple:
    Nothing hidden,only a slider and brown blocks inside Screenshot_2016-09-23-15-50-17.jpeg
     
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  15. retrograde

    retrograde Active Member

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    Sliders can be used to make bots jump/pass over certain obstacles.

    [​IMG]
     
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  16. Frenzies

    Frenzies Administrator Staff Member

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    Screenshot_2016-09-26-16-32-49_com.martinmagni.mekorama.png
    I'm sort of busy right now, so I didn't have time to polish this. It's a motorcycle that accurately goes to the location you tap. I guess this makes my old motorcycle obsolete. The card is in the spoiler.


    EDIT: I guess it isn't as stable as I thought it was. If you're trying to go to a far location, don't tap on it directly. Tap in that direction, but on spots near you. It tends to randomly go around if you tap on a location too far

    EDIT 2: It also has the properties of the floating bot mechanism (also the one used in my old motorcycle), which richardfu_ found in his level The Eagle, when it slowly glided downwards. So attaching enough bots using this mechanism will enable them to float.
     
    Last edited: Feb 11, 2017
  17. cpw

    cpw Retired Moderator

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    Here's an unfinished R-bot maze I just made by utilizing the R Stopper trick. Originally I was going to make multiple layers of switches underneath that would control the R bots as they hit designated dead ends. Now I just find it too time consuming to add more layers even for a 10*10 area with 4 bots (at first I wanted to manipulate at least 6), so I'm probably gonna abandon this :D
    [​IMG]
     
  18. cpw

    cpw Retired Moderator

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    Just came up with this idea and built a demo for it. This should enable you to hold a free platform / a free zapper in the air that would fall down after a certain duration (depending on the block shapes and the number of sliders you use to hold it up). :rolleyes:

    [​IMG]
     
  19. cpw

    cpw Retired Moderator

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    Just figured that B could also push a free block while actually riding on it......And also he can push much heavier/bigger blocks this way. :rolleyes:
    [​IMG]

    Edit: I also just noticed that B doesn't really need such a long pathway to push all the way to the Win. In fact tapping on the third block already makes him push without ever stopping. I suspect it might have to do with the moving platform causing him to believe he still hasn't reached his destination.
     
    Last edited: Sep 30, 2016
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  20. nGord

    nGord Standby Administrator, Retired Moderator Staff Member

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    @cpw - this is awesome! Yeah, I would have to agree with your theory of why the third block (past the stairs) also works. This possibility is huge news! It means that maybe B's autopilot routine is not mapped to the two-dimensional space within the three-dimensional space, but rather to the entire vertical column for that block space in the original two-dimensions.

    I'll explain. Originally I thought that the Climbing exploit allowed him to reach a spot at any level that would still map down to the same spot tapped in the other level. In other words, Each spot he reached would be evaluated against "have I reached the spot tapped if I look down/up from here?" Rather - it seems - the calculation of the end spot is calculated also at the beginning of his autopilot routine and all spots that correspond to the spot tapped in that vertical column are considered acceptable end spots. Then all acceptable spots are mapped to actual blocks. So, since B does not ever actually reach the block mapped to as an acceptable end spot in this demo, he keeps pushing.

    Why this is profound is that @Martin Magni may have intentionally known about the potential of the Climbing exploit! Consideration for its possibility surely seems evident from the behaviour in Push-glide. :D
     
    Last edited: Sep 30, 2016
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