Element suggestion: Banner (BANR)

  • livingfossil
    8th Dec 2013 Member 1 Permalink

    Okay, first of all if you don't like the idea of moving solids at all, laggy or not please go find your self another thread because I don't any comments like "But it's a moving solid!!!!!" trust me it's not nesscessary.

    Banner: (BANR)

    Menu section: Force Creating or Powered material

    State of matter: Solid

    Color: 0xFFA7CACA

    Breakability: None

    Melting point: None

    Uses: Banners (Obviously), time delay switches, moving vehichles or objects.

    Menu description: Moving Banner, turn on/off with pscn and nscn

    Full description & properties: The element (BANR) uses much of the same rules as the moving sponge glitch where it does not push other particles, instead just moving as far as it can until it can stop with a few changes. Like that it is determined if it is in a moving state of one pixel per frame (1 ppf) by it's tmp value of either 0 (non-moving) or 1 (moving) if it has a tmp value that is not either of these two intergerrs the BANR will be in a off state.

    It's tmp value changes from 0 to one when touching or being one pixel

    away from sparked pscn while it's tmp value can change from 1 to 0 by touching or being one pixel away from sparked nscn. The tmp changes instantanously through all touching pixels of BANR. Each particle is not considered part of a "Group" but as it's own individual moving particle moving in a determined path (That we will soon cover) until it can no longer move.

    The direction of the particles are determined by the tmp2 by this rule; every particle starts with a tmp2 of of 0 that will make them go strait upwards and with each increase of 1 up to a tmp2 value of 3 the particles move from going vertically upwards to going left, then downwards then to the right.

    example: tmp2 of 2, goes a pixel downwards every frame. and if the particle has a tmp2 value that is not from 0 to 3, it will remain still.

    the color of the element changes much in the way that LCRY changes during it's on state and remain the shade until it is turned off again. Please give feedback.

    Edited once by livingfossil. Last: 10th Dec 2013
  • nucular
    8th Dec 2013 Member 1 Permalink
    But it's a moving solid!!!!!
  • edza101
    8th Dec 2013 Member 0 Permalink

    I thought this was requesting an element that when activated banned your account ... ._.

     

    A good idea though, although this is likely to cause lag as the 'groups' have to be called and calculated... Might cause some memory issues if they're not properly checked on.

  • livingfossil
    8th Dec 2013 Member 0 Permalink

    @edza101 (View Post)

     You might want to re-read that, it says "Each particle is not considered part fo a 'Group'."

  • G-LinuxorU
    9th Dec 2013 Member 0 Permalink

    how would you create the particles with tmp values attributed? just like you cant make non-sticky piston without prop/console, creating BANR with what basically amount to velocity attributes could only be made with prop

    also you can make banners with life(0) energy particles like prot/phot and velocity attributes.

    and scrolling banners can be made with cray&pstn ex:

  • belugawhale
    10th Dec 2013 Member 0 Permalink

    Interesting... I think this can be done if each particle uses its vx and vy values separately, much like phot does.

    My only concern is the angles, as trigonometric functions don't always give integers, but cool!

  • Schneumer
    10th Dec 2013 Member 0 Permalink

    @livingfossil (View Post)

    Can you place make it into paragraphs, it is kind of hard to read.

     

  • livingfossil
    10th Dec 2013 Member 0 Permalink

    @belugawhale (View Post)

     Hmm... I might end up making revised post now that I thought about that... maybe I'll just try up & down and left & right.

    @Schneumer (View Post)

     Sure, just give me a second.

    @G-LinuxorU (View Post)

     ...It says that the particles start with tmp's and tmp2's of zero and while your comments that banners have already been made, the PSTN ones are stationary and the PHOT one's aren't powered but thanks for the feedback!

  • G-LinuxorU
    12th Dec 2013 Member 0 Permalink

    @livingfossil

    > "...It says that the particles start with tmp's and tmp2's of zero"

     

    yes, and so does FRME, thats exactly what i meant; how could you altar their tmp values within the simulation? you would have to use PROP. and if i were going to go so far to use PROP on an element just to use it i would just use pstn/energy particles. if you want a banner that goes back and fourth just push it back and fourth with PSTN. suddenly a "powered moving solid" emerges. (in my opinion) making a powered moving globular cluster is wildly unnecassary when you can do it with pstn+frme. even moving 1px/frame is possible with pstn.

     

    >time delay switches
    thats what DLAY was made for, it's accurate down to a frame. use it.

     

    do you know how many things pstn can do? other than "Each particle is not considered part of a Group but as it's own individual moving particle.. " the properties of pstn cover this.

    and if you want each element to be its own moving particle why not just use energy particles?
  • livingfossil
    3rd Jan 2014 Member 0 Permalink

    @G-LinuxorU (View Post)

     I see you have made your point. This idea is officially dead so someone please lock the the thread.