OrthogonalCaster
OrthogonalCaster
7 / 0
24th Mar 2023
25th Mar 2023
The pushing tool design is reduced in size significantly, and the engine is somewhat trimmed down. There's now more space for additional mechanisms, including an option to push the whole width of the drone.

Comments

  • OrthogonalCaster
    OrthogonalCaster
    30th Mar 2023
    How the hell did this get on fp after 5 days
  • OrthogonalCaster
    OrthogonalCaster
    27th Mar 2023
    There's actually been a Sokoban game from what I recall, with the "player" mechanism going big steps instead of moving one pixel per cycle. But I guess you can!
  • AVA
    AVA
    27th Mar 2023
    You could recreate Sokoban with this
  • AVA
    AVA
    27th Mar 2023
    Really good +1
  • micque
    micque
    25th Mar 2023
    very nice! +1!
  • OrthogonalCaster
    OrthogonalCaster
    25th Mar 2023
    *By which I mean we don't have to flip the border to allow ARAY to shoot the rays, and instead we can offset CRAY with tmp2. This makes much more sense.
  • OrthogonalCaster
    OrthogonalCaster
    25th Mar 2023
    When I was making the original drone, I was stuck in the PSCN-ARAY paradigm. If we generate the rays with CRAY instead, the "reaching" capabilities are increased and we only need one row of emitters.