Jiggmin's Village
Need help designing a mechanism to sort win/losing players - Printable Version

+- Jiggmin's Village (https://jiggmin2.com/forums)
+-- Forum: Arcade (https://jiggmin2.com/forums/forumdisplay.php?fid=3)
+--- Forum: Platform Racing 2 (https://jiggmin2.com/forums/forumdisplay.php?fid=5)
+--- Thread: Need help designing a mechanism to sort win/losing players (/showthread.php?tid=3077)



Need help designing a mechanism to sort win/losing players - Battlealvin2009 - 24th October 2020

Hey guys, I'm currently making a level (in deathmatch mode) that splits 4 players into teams of 2 to complete a task (pushing blocks in passages surrounded by water) as quick as possible, and if the task has been completed, it will open a passageway that rejoins the two teams. But now here's the issue.

How do I make a mechanism that allows the first and second players to pass through but not let the 3rd and 4th player through? I need help!

It'll be highly appreciated if you could screenshot your solution from your level editor, and I'll credit your in-game username if it does work 100%.

EDIT: Personally I had tried using this mechanism (https://imgur.com/a/cX92VzB), but due to server lagging and stuff, sometimes the two players pushed into the yellow block at the same time, resulting in both players going down the same chute. It happens 50% so it's not a reliable mechanism. (And I don't want to involve mine blocks as this is a deathmatch level)


RE: Need help designing a mechanism to sort win/losing players - Kwing - 25th October 2020

Your options are going to be limited to destructible or modifiable terrain, such as bricks, crumble blocks, push blocks, and mines. Unfortunately, there's no mechanism that can't be broken by lag. I haven't done extensive testing but my guess is even mines have the capacity to hit two players at once if the right preconditions are met. That said, I definitely notice more serious problems with push blocks than mines.

My guess is that bricks are going to be the best way to handle this. Maybe something like this?
https://gyazo.com/8457a1ac3c3e8c7b15ce3426c358d7e7

EDIT: Here's a simpler version, but there's a good chance players 3 and 4 will try and cheat and fall down the first chute (holding down seems to prevent the speed glitch from working.)
https://gyazo.com/6a9ace9a4dd9e149f616b12552f84ca1


RE: Need help designing a mechanism to sort win/losing players - Battlealvin2009 - 25th October 2020

(25th October 2020, 4:48 PM)Kwing Wrote: Your options are going to be limited to destructible or modifiable terrain, such as bricks, crumble blocks, push blocks, and mines. Unfortunately, there's no mechanism that can't be broken by lag. I haven't done extensive testing but my guess is even mines have the capacity to hit two players at once if the right preconditions are met. That said, I definitely notice more serious problems with push blocks than mines.

My guess is that bricks are going to be the best way to handle this. Maybe something like this?
https://gyazo.com/8457a1ac3c3e8c7b15ce3426c358d7e7

EDIT: Here's a simpler version, but there's a good chance players 3 and 4 will try and cheat and fall down the first chute (holding down seems to prevent the speed glitch from working.)
https://gyazo.com/6a9ace9a4dd9e149f616b12552f84ca1

Seems interesting, I'll give it a go and test it out.

Fortunately, Art 0 exists so I could block out the stage so players will have no idea what's going on.

Thanks for the suggestion!


RE: Need help designing a mechanism to sort win/losing players - Battlealvin2009 - 25th October 2020

I gave it a few tries, and the glitch (from the jump block to squeezing through the 1-block height gap) only happens around 50% of the time. So I did a few adjustments, and now the mechanism seems to work 100% as long as the players don't press any arrow keys.

https://imgur.com/a/depTaf6

EDIT: I've found an even simpler version as well! https://imgur.com/a/xrfqKdX

Once again, thanks for the suggestion! I have already added your username as special thanks somewhere in the level!

Still, if anyone else has any other suggestions, I'm open to hearing them as well!


RE: Need help designing a mechanism to sort win/losing players - Kwing - 25th October 2020

I would recommend testing these systems with 100/100/100 stats and various key inputs just to make sure they're inescapable.

Players can also disable level art in order to cheat attempts to blind them.


RE: Need help designing a mechanism to sort win/losing players - Camer the Dragon - 26th October 2020

also if you end up only being able to make, say, a 90% effective thing
just put 3 in a row to make it 99.9% effective or something


RE: Need help designing a mechanism to sort win/losing players - Battlealvin2009 - 26th October 2020

UPDATE. Hey guys! I think I've found something! A 100% fool-proof and cheat-proof sorter!

https://ibb.co/0QhGfY1 (Imgur was down for me atm so I used another site)

This also punishes players who think they're smart and avoid the mechanism.

Let me know if there's something wrong with my build!