#Jigsaw coding blocks
1 messages · Page 2 of 1
Why do you want a whole system that most of the blocks can already be replaced with wiring instead of separate blocks that would actually be useful?
these are seperate blocks that would actually be useful
idk what you mean
event signals and object identification dont exist
despite being core parts of how games are made
No, you're introducing a system that could be used with each other and it's not necessary
how do you detect when a dagger backstabs
Separate blocks are small and aren't connected to any system
how do you detect when wings flap
You don't, but a singular block could detect it without adding 20 other blocks that are practically useless
THAT'S NOT WHAT IM SAYING
what would that block be
would you need a block for every single interaction
or can they be merged into one event signal that changes its focus based on whats inputted
Custom weapon creator maybe. Idk, but it would add less blocks and make more sense
this system is a custom weapon creator pretty much
and its all in the world as blocks
Well just make one block out of it then 💔
i dont like suggestions that try to add a new menu
these blocks have to be broken up to be customizable
But a whole new system for one purpose is fine?
whats that one purpose
🤦
He’s listed multiple
Okay, I'm done talking. Have a good day but I don't want to talk with you anymore
So you want blocks that are
If "team X" kills "x" bugs switch to "team Y"
Not just that but that’s the example
i've expanded the original concept into a more understandable and customizable format
Elaborate
“Understandable” 3 decades worth of paragraphs
you can read more about it before but the tl;dr is that 4 new types of wiring blocks would be introduced, being object blocks, event signals, behavior change blocks, and conditionals
object blocks specify an object, whether that be a team, player, gadget, or mob
The problem is you can do all of that, except for weapon customization, with wiring and team blocks
He’s back
I thought you said you were leaving
Round 2 
I was done talking to Bora
if you cant read what i've written then thats a failure on your engagement not my writing
i've replied to specific portions before to direct people
I can talk to other people
Joking
👍
you can start reading from here
#1472407894174466119 message
im aware but im referring to others who have shared the same sentiment
@harsh dust brother I was joking
another issue the original suggestion made was having the blocks themselves be rather specific because they werent broken up into basic components
well tbf that was just the player dies part which i also didnt optimize the first time around
but having objects and actions those objects can do being sectioned off into blocks that you can then connect and get pulses from would allow for more cleaner gameplay thats not reliant on pressing buttons everywhere
I thought this was a silly wiring thing and now I'm here
because the only way you can trigger game logic is with direct input from buttons or other wiring instances
this suggestion is pretty much the next cw token system
like this is what yeeps needs the most to further community worlds
this is a fairly big issue with community worlds and as such they dont really engage with gadgets which is a shame because you could have a lot of fun and unique game elements using them
but you cant detect when things happen if they arent directly connected to wiring elements despite such logic existing internally for gamemodes
theyve done some niche variations on it like the mob kill identifier and recently the new token transmitter blocks but if these were made into a fully customizable system the gates would be opened
from there being able to change how objects behave with this system would let you do even more with what already exists and configure objects to your liking
Ok now I'm back to talking shortly
No arguing though
I think it's people's fault that CWs don't have engaging gadgets
I totally agree
But I have made plenty of cool and unique "custom weapons" with what the game already has to offer
It's not perfect but I don't think it's too limited
Or you could use base gadgets in interesting ways
That has a lot more potential
I have done that, too
the thing is that people want to make new experiences in yeeps instead of experiences using what yeeps has, with the limitations being what yeeps has in the first place
the shocking disconnect is the fact that yeeps does track and identify events like dagger backstabs but cw creators dont get access to that despite being able to do way more logic and puzzles with that
what are they capable of
I'm saying that if people try to make good community worlds and not slop to get money there are plenty of ways to create custom weapons. Yes a dedicated block would be more useful, and I have no issues with that
Hold on
well a dedicated set of blocks since they each serve their own purpose
that work with wiring
like you can just attach an event signal to a wire to open a door
thats why having a new jigsaw connection system is flawed because it'd be cool to just have puzzles dedicated to specific gadget actions like loading a harpoon into a harpoon gun
imagine if you could tie those into controlling a game inside of yeeps
Well, that's where we disagree. I think using one or a few blocks that aren't a whole new elaborate system is fine. For example, the map changer blocks. You can do anything with them, even without wiring
And then creativity can connect it to wiring
If you want a shotgun to open a door, you can actually already do that but with any gun. Just put a bomb on a separate wall next to the door
It can be replaced with a simple mechanism, too
i mean thats an option
rather limited and not applicable to most objects
So you just create another system for other uses
That was just an example for shotguns
back to what i mentioned before how do you detect dagger backstabs
What would you use that for exactly?
I don't think we need infinite levels of customization
But
I could see like multiplying them maybe
Just an item detector
viver

fun gus: heres a shortcut to when a new updated format is made! (it also likely solves any problems you have with the initial concept)
Haha thank you fun gus

😐
what
The only thing that this can do that wiring can't is making custom weapons
these are more wiring blocks, not a new system
it would be an improvement if we added this i meant
also
block minimizing
you have NO idea how much it would minimize
Ig but it wouldn't save too many blocks
I do
And it definitely would
there's no such thing as saving too many blocks
Wait I said the wrong
You just have to be creative and that is more fun + it minimizes blocks almost to how much this would
I do see why people want it though
this doesnt minimize blocks because that'd cause redundancies
yuh huh
what this requests are ways to identify specific objects, events those objects can do and change the behavior of those objects
realistically logic complexity will always exist and making blocks that compress existing logic or behavioral systems would make the individual blocks far nicher and redundant as mentioned prior
this just gives creators the means to impact their games more without direct interaction with wiring elements
you can see an example here
alr yall, maybe blocks arent the best solution for this
maybe just make it a gui
like my version of this idea
the blocks are fine and if they wanted to increase complexity limits the issue is minimal hardware handling
With this version 90% of the world would be jigsaws
i think a good rule of thumb is that you should be able to copy the blocks in the map itself to have a 1:1 recreation of how that map functions
... copy the scripts in the world copy
jigsaws have shifted into 4 new wiring components that serve the same purpose while working with the existing wiring system
theyre just new wiring options that dont exist
its not put on the map though
you can do a lot with the current system if you work with it and this would enable more by interacting with wiring as players play the game rather than interact with wiring blocks
which is a big limitation of yeeps community worlds as it stands now
the issue is that its not being stored as an object on the map but a weird inbetween
the only blocks that serve a similar purpose is the mob death identifier and the token kill/win/loss/death givers btw
which a lot of maps rely on for actual game progression because theres no other way to detect events that happen in the game
yeepcode WOULD have fire event and recieve event blocks but I suck at blocks so I never drew em
from there since you can detect objects and their events you could alter them and swap them for other objects/events
thats what this suggestion wanted to get across but formatted in the sense of a new system
but the concepts offered were something that yeeps really could benefit from
the issue with having a new coding interface/dimension is that it interferes with how yeeps is designed keeping things on the grid
tech webs and objects are designed to be individual components that are placed on the map
Just do 3D scratch blocks and slap them all to the game 🧠
even if you went with the original concept here with a new jigsaw connection system at least its on the map itself
shockingly this system would be more powerful than scratch
object referral isnt really possible in scratch unless you attach specific trigger signals to each and every behavior you want to do
which is what transmitters do actually
I've actually said that as a joke but good points
fyi transmitters are fine and good and cool theyre just limited by what wiring blocks can actually interact with
if you want to activate a transmitter you need a button or interactable in the first place
which is fine for showcase machines or the plethora of doors designed to be opened with a press built into the game
but for creating actual games theres a lot of tedium to work wiring into it directly which leaves any unique complex minigame interaction shallow or heavily reliant on the hardcoded functions of existing minigames
Wait
I see a problem with this image
This wouldnt work because wiring is server sided
The player dies from snail could be used to use item cannons witch could be used to make ghost blocks
not my image
not my problem
the system isent ment to be wireing but some kid saw two people dissagree because "its a new system" and they "fixed" it
if you dont like a new system then too bad so sad dont use the block
Twin why bro being so mean
its some other random kid, not you
Your thing also worse ngl imo
i was gonna say your chill but never mind gang
the logic is server sided but when an event triggers it sends a signal and handles associated connected blocks as one contiguous function
maybe a specific identifier can be made so that it only adds based on the player that triggered it?
Well yeah but like
It works with wires right
Then i can use wiring inputs right
the wires could transmit data associated with the entire circuit on top of the boolean wires already transmit
the event signal is a wiring input, it just doesnt have to be interacted with directly by a player
which is the biggest issue wiring has
I mean like
Using dispensers
Or item cannons
How would that work
Would it desync?
i dont know how item cannons work and if this system would interfere and cause issues with those blocks then those should probably be fixed themselves
They fundamentally cant if i read correctly
What if we use this for things like variables?
do item cannons fire an object "parented" to the yeep that activated it?
I dont know
like why doesnt the item cannon work with this setup
What a do know is they can place pillows
like what sets this apart from a transmitter activating an item cannon
Client sided pillows
the event signals would be sent globally because its a boolean being sent though to the block
its just that alongside the boolean the wiring pulse sends out it also ties together data like the object that originally activated it to use elsewhere
like altering that object's token count
for wiring it sends a pulse like a transmitter
but it then interacts with behavior change blocks
a similar system would exist for clarifying event signals with conditionals
ideally the game checks every time an action is taken like a shotgun fires and then checks adjacent blocks to make sure what its clarifying
if it fits all the conditions then it sends the pulse
It should be changed to add a new type of wire then
Use that conditional port for everything
like it could be as simple as this
and ideally thats what the first iteration of this would do
just be object and event signals because thats arguably the biggest thing
then from there using the same infrastructure and object oriented system that would have to be made to support identifying objects and the actions they take
then you can have behavior change blocks
example of it checking adjacent blocks
it just waits for something to shoot and then checks if its a shotgun
because its checking adjacent blocks to verify it can then store that data and send it over
it could also be "baked" into the map making the circuit hardcoded to be a shotgun shoots to be more optimized
but for simple tests in creative mode thats how it'd work
behavior changes can provide client sided things like giving the associated player tokens but thats handled through the server
its just able to interact with that
the token transmitter blocks already do this, theyre just very limited
they just check if the player kills a mob and gives them tokens
which with this system would be done through objects (players and mob), event signals (killing), and behavior changes (giving tokens)
its just essentially asking for the keys to the castle to make ANY event be detectable and anything be identified which is a bit complicated but not anything in the abstract yeeps hasnt already done
I see
item dispensers can store block/gadget data, and the mob kill identifier/token transmitters already check for an event that occurs to send a pulse or give tokens
so this turns those into wiring components
also wdym by "fixed"
this system accomplishes everything you wanted to do while fitting better into the yeeps wiring ecosystem
while also being simpler to interface with and understand
like its the natural evolution of the concept you put forward
Those JIGSAWS are FALLING INTO PLACE. 🥹
I hope the people who ✨ reacted this at least actually wire stuff
about the custom gamemode sign: it's a cool addition but doesnt solve this issue since it cant detect any events outside of players dying, it just serves as a simple blank slate to START making new gamemodes
this is generally fine and good for the game but we still need blocks capable of detecting game events without being directly connected to associated wiring inputs (existing ones are fine and are easier to understand, but for gamemodes that want to diverge from what yeeps directly designs maps to have you need More)
also since fun gus got pushed up a bit lets bring that boy back in
fun gus: heres a shortcut to when a new updated simplified system is made! (it also likely solves any problems you have with the initial concept, like now being a set of wiring blocks instead of a new connection system)
You're deeply appreciated for your service fun gus
interesting
i cant really comment much more since i havent seen any coverage of the lab
oh it was delayed to tomorrow #Fine
so
fascinatingly
behavior changing was added
before event signals and objects
now this cannot be done at runtime, the player either has to apply a superpower or its preset
so behavior changes will be less about adding new behaviors and more just swapping states
since those would be for superpowers
now having seperate cartridges for each possible behavior was a bit of a concern but
the cats out of the bag now so here it is
i guess you cant remove base mechanics of a weapon though
theyre just additional mechanics on top of it
unless theres a "shoots nothing" superpower
This would be cool, but the jigsaw style is making things way more complicated than this idea needs to be, the if and then blocks aren't needed. I do like the things that can be done, but the things show here are already possible.
refer to this
☝️
i simplified the system into basic wiring blocks
being objects, event signals, behavior changes, and conditionals
all of which arent possible in yeeps
and despite being core elements of making games dont exist
though, with modifications this could be a really cool idea
yeah which i've offered
from looking more at it this doesnt actually look like it gives weapons properties of other weapons, it just adds a new ability
like it can shoot projectiles from other weapons but thats a new ability instead of being from the original
like you dont let go of a weapon to shoot a shot
but to that end what the original suggestion wanted kinda happened but in a different way more like enchantments rather than a logic system
regardless the blocks that wouldve needed to be made to make this possible still would provide a lot of utility for community worlds, event signals especially
its just that making them handle behavior changes is going to be a lot muddier when a system already exists like it
which i'm happy to have more options in different ways but hardcoding all bats to behave like firebursts isnt the same as bats having an ability to shoot a fireburst projectile
Isn't wiring client sided? because ever notice that when someone presses a button, it sometimes only activates for them.
No???
And if it was client sided it would always only activate for them right?
wiring is not client sided
well, I know how to desync wiring, all you gotta do is have an xor loop constantly activate a cannon which then activates a button and returns an output, but if the masterclient sleeps their headset then it will literally cause the cannon to stop firing for everyone else, which you can detect.
this infact does not work
have you tried it with multiple people?
the master client doesn't work like that
yes infact I ahve
you did it that quickly?
I've done it before
did you make sure the cannonball didn't go through the button? or does it actually no longer work?
it never worked
literally never worked like that
Here is the proof it worked, sry it took so long for me to get it.
iirc your yeeps app lags when it thinks you left
My friends weren't online so this was the only option, but this mechanism does work.
every time I've tested it has not worked
Do you mind showing me proof?
Oh, okay then.
fun gus would like to direct any new onlookers to this other fun gus tidbit
fun gus: that's true!
i made a suggestion like this but it is iin a console and i also got the tokens added to the game https://discord.com/channels/1197017602292207666/1419774553495699619
going to remake this suggestion more compacted with the ideas i've since offered here and link it there so people can better pick up the concept and understand what its capable of
i will link that here when it's ready
since it's evolved so much and diverged from the original conception of how an idea like this would be implemented ingame i think its all but fair, just letting people here know and you @cloud plover
heres the start of making that digestible with some redesigned blocks
I could see these ones
what
cool