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	<channel>
		<title><![CDATA[Jiggmin's Village - Platform Racing 3]]></title>
		<link>https://jiggmin2.com/forums/</link>
		<description><![CDATA[Jiggmin's Village - https://jiggmin2.com/forums]]></description>
		<pubDate>Wed, 22 Jul 2026 14:01:24 +0000</pubDate>
		<generator>MyBB</generator>
		<item>
			<title><![CDATA[Memory Lane]]></title>
			<link>https://jiggmin2.com/forums/showthread.php?tid=4022</link>
			<pubDate>Wed, 17 Aug 2022 23:40:35 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jiggmin2.com/forums/member.php?action=profile&uid=194">Marshall Lee</a>]]></dc:creator>
			<guid isPermaLink="false">https://jiggmin2.com/forums/showthread.php?tid=4022</guid>
			<description><![CDATA[I played a lot of PR3 back in the day, over ten years ago now. I loved building unique levels out of custom blocks and seeing what others built.<br />
<br />
It looks like there was some kind of a memory wipe since I played. I don't know the full story, but my old levels are gone and so are all the other levels that blew me away.<br />
<br />
I found this old blog with a snapshot of the levels of the day on PR3 back in 2011: <a href="https://cinderplatformracing3.blogspot.com/p/lotd-history.html" target="_blank" rel="noopener" class="mycode_url">https://cinderplatformracing3.blogspot.c...story.html</a><br />
<br />
Just seeing some of those usernames and level titles takes me back. I remember FinalCheetah had great racing levels, Halflite had a cool pixel art style, MF_Eclipse was out there making epic levels and beautiful art. I'm even lucky and honored some of my levels were LOTD in this random window in 2011.<br />
<br />
Does anyone else remember levels and creators from way back then?]]></description>
			<content:encoded><![CDATA[I played a lot of PR3 back in the day, over ten years ago now. I loved building unique levels out of custom blocks and seeing what others built.<br />
<br />
It looks like there was some kind of a memory wipe since I played. I don't know the full story, but my old levels are gone and so are all the other levels that blew me away.<br />
<br />
I found this old blog with a snapshot of the levels of the day on PR3 back in 2011: <a href="https://cinderplatformracing3.blogspot.com/p/lotd-history.html" target="_blank" rel="noopener" class="mycode_url">https://cinderplatformracing3.blogspot.c...story.html</a><br />
<br />
Just seeing some of those usernames and level titles takes me back. I remember FinalCheetah had great racing levels, Halflite had a cool pixel art style, MF_Eclipse was out there making epic levels and beautiful art. I'm even lucky and honored some of my levels were LOTD in this random window in 2011.<br />
<br />
Does anyone else remember levels and creators from way back then?]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[haha yes]]></title>
			<link>https://jiggmin2.com/forums/showthread.php?tid=3205</link>
			<pubDate>Tue, 29 Dec 2020 19:24:38 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jiggmin2.com/forums/member.php?action=profile&uid=96">ThePizzaEater1000</a>]]></dc:creator>
			<guid isPermaLink="false">https://jiggmin2.com/forums/showthread.php?tid=3205</guid>
			<description><![CDATA[it has been done<br />
<br />
FYR3 has been beaten.<br />
<br />
<img src="https://i.imgur.com/aUqVgTQ.png" loading="lazy"  alt="[Image: aUqVgTQ.png]" class="mycode_img" /><br />
number on the top right is time, I accidentally cropped off the seconds side tho :/]]></description>
			<content:encoded><![CDATA[it has been done<br />
<br />
FYR3 has been beaten.<br />
<br />
<img src="https://i.imgur.com/aUqVgTQ.png" loading="lazy"  alt="[Image: aUqVgTQ.png]" class="mycode_img" /><br />
number on the top right is time, I accidentally cropped off the seconds side tho :/]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Using Lua to create games in PR3R]]></title>
			<link>https://jiggmin2.com/forums/showthread.php?tid=2990</link>
			<pubDate>Wed, 23 Sep 2020 01:26:29 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jiggmin2.com/forums/member.php?action=profile&uid=96">ThePizzaEater1000</a>]]></dc:creator>
			<guid isPermaLink="false">https://jiggmin2.com/forums/showthread.php?tid=2990</guid>
			<description><![CDATA[Recently (actually a bit over a month ago), there has been a significant breakthrough in PR3 lua. The user gasterskyRAW has figured out an easy to implement optimization of block.getblock.teleportto. This optimization is highly effective, increasing the speed by about four to five times. <br />
<br />
This breakthrough has allowed the creation of a gaming console (also by gasterskyRAW), and perhaps the most advanced use of Lua in Platform Racing 3 yet.<br />
<br />
The console provides only a few simple commands and variables to use.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>draw_pixel(x, y, color) -- draw a pixel of defined color at (x,y)<br />
<br />
draw_square(x1, y1, x2, y2, color) -- draws a rectangle of defined color between (x1,y1) and (x2,y2)<br />
<br />
control_horizontal -- horizontal speed of player, used for controls<br />
<br />
control_up -- is 1 when player is pressing up<br />
<br />
r_frames -- frames since the console was turned on.</code></div></div><br />
The console also originally only gave access to 16 colors.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>0  - #000000 (black)<br />
1  - #7f0000 (dark red)<br />
2  - #007f00 (dark green)<br />
3  - #00007f (dark blue)<br />
4  - #7f7f00 (dark yellow)<br />
5  - #007f7f (dark cyan)<br />
6  - #7f007f (dark pink)<br />
7  - #7f7f7f (dark gray)<br />
8  - #bfbfbf (gray)<br />
9  - #ff0000 (red)<br />
10 - #00ff00 (green)<br />
11 - #0000ff (blue)<br />
12 - #ffff00 (yellow)<br />
13 - #00ffff (cyan)<br />
14 - #ff00ff (pink)<br />
15 - #ffffff (white)</code></div></div>This was quite limited, but it was enough, and with internal structure to only use teleportto for changed pixels, it was very easy for even those not very good with Lua to make simple games. Shortly after, draw_line(x1,y1,x2,y2,color) would become a thing, and I personally made several libraries for more advanced drawing. (mainly text and circles)<br />
<br />
Making a game isn't particularly difficult as long as you know what you're doing and refer to the <a href="https://www.lua.org/pil/contents.html" target="_blank" rel="noopener" class="mycode_url">lua documents</a> enough. This led to me making several, including<br />
<br />
Bucket<br />
<img src="https://i.imgur.com/UvXkwtr.png" loading="lazy"  alt="[Image: UvXkwtr.png]" class="mycode_img" /><br />
<br />
Super Ball<br />
<br />
<img src="https://i.imgur.com/GhXaHW1.png" loading="lazy"  alt="[Image: GhXaHW1.png]" class="mycode_img" /><br />
<br />
<br />
Asteroid game<br />
<br />
<img src="https://i.imgur.com/FP0t829.png" loading="lazy"  alt="[Image: FP0t829.png]" class="mycode_img" /><br />
<br />
Snake<br />
<img src="https://i.imgur.com/pxyHRvK.png" loading="lazy"  alt="[Image: pxyHRvK.png]" class="mycode_img" /><br />
<br />
Revamped bucket<br />
<img src="https://i.imgur.com/Ak6nmo9.png" loading="lazy"  alt="[Image: Ak6nmo9.png]" class="mycode_img" /><br />
<br />
Tetris was also made, but not by me, and it's breaks for no reason.<br />
<br />
Several colors were later added to fill gaps in the color specturm. Hopefully, this gets remade in ROP, which should run significantly faster than PR3 does, possibly allowing us to do far more than just these simple games. For now though, a couple more will be made in PR3 in the last few months before the game dies for good. Currently, I'm working on Super Ball 2, and eventually I'll also fix Tetris, and maybe make a quick operating system. There's a bit of hope that a few features (sound pitch and faster getblock) could help us make a few more games.<br />
<br />
Main benefits of ROP would probably be<br />
<br />
Larger display<br />
60 FPS gameplay<br />
Probably more colors because why not<br />
<br />
<br />
eventually I'll simulate infinite rollers with one of these. Actually, I might do it now.]]></description>
			<content:encoded><![CDATA[Recently (actually a bit over a month ago), there has been a significant breakthrough in PR3 lua. The user gasterskyRAW has figured out an easy to implement optimization of block.getblock.teleportto. This optimization is highly effective, increasing the speed by about four to five times. <br />
<br />
This breakthrough has allowed the creation of a gaming console (also by gasterskyRAW), and perhaps the most advanced use of Lua in Platform Racing 3 yet.<br />
<br />
The console provides only a few simple commands and variables to use.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>draw_pixel(x, y, color) -- draw a pixel of defined color at (x,y)<br />
<br />
draw_square(x1, y1, x2, y2, color) -- draws a rectangle of defined color between (x1,y1) and (x2,y2)<br />
<br />
control_horizontal -- horizontal speed of player, used for controls<br />
<br />
control_up -- is 1 when player is pressing up<br />
<br />
r_frames -- frames since the console was turned on.</code></div></div><br />
The console also originally only gave access to 16 colors.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>0  - #000000 (black)<br />
1  - #7f0000 (dark red)<br />
2  - #007f00 (dark green)<br />
3  - #00007f (dark blue)<br />
4  - #7f7f00 (dark yellow)<br />
5  - #007f7f (dark cyan)<br />
6  - #7f007f (dark pink)<br />
7  - #7f7f7f (dark gray)<br />
8  - #bfbfbf (gray)<br />
9  - #ff0000 (red)<br />
10 - #00ff00 (green)<br />
11 - #0000ff (blue)<br />
12 - #ffff00 (yellow)<br />
13 - #00ffff (cyan)<br />
14 - #ff00ff (pink)<br />
15 - #ffffff (white)</code></div></div>This was quite limited, but it was enough, and with internal structure to only use teleportto for changed pixels, it was very easy for even those not very good with Lua to make simple games. Shortly after, draw_line(x1,y1,x2,y2,color) would become a thing, and I personally made several libraries for more advanced drawing. (mainly text and circles)<br />
<br />
Making a game isn't particularly difficult as long as you know what you're doing and refer to the <a href="https://www.lua.org/pil/contents.html" target="_blank" rel="noopener" class="mycode_url">lua documents</a> enough. This led to me making several, including<br />
<br />
Bucket<br />
<img src="https://i.imgur.com/UvXkwtr.png" loading="lazy"  alt="[Image: UvXkwtr.png]" class="mycode_img" /><br />
<br />
Super Ball<br />
<br />
<img src="https://i.imgur.com/GhXaHW1.png" loading="lazy"  alt="[Image: GhXaHW1.png]" class="mycode_img" /><br />
<br />
<br />
Asteroid game<br />
<br />
<img src="https://i.imgur.com/FP0t829.png" loading="lazy"  alt="[Image: FP0t829.png]" class="mycode_img" /><br />
<br />
Snake<br />
<img src="https://i.imgur.com/pxyHRvK.png" loading="lazy"  alt="[Image: pxyHRvK.png]" class="mycode_img" /><br />
<br />
Revamped bucket<br />
<img src="https://i.imgur.com/Ak6nmo9.png" loading="lazy"  alt="[Image: Ak6nmo9.png]" class="mycode_img" /><br />
<br />
Tetris was also made, but not by me, and it's breaks for no reason.<br />
<br />
Several colors were later added to fill gaps in the color specturm. Hopefully, this gets remade in ROP, which should run significantly faster than PR3 does, possibly allowing us to do far more than just these simple games. For now though, a couple more will be made in PR3 in the last few months before the game dies for good. Currently, I'm working on Super Ball 2, and eventually I'll also fix Tetris, and maybe make a quick operating system. There's a bit of hope that a few features (sound pitch and faster getblock) could help us make a few more games.<br />
<br />
Main benefits of ROP would probably be<br />
<br />
Larger display<br />
60 FPS gameplay<br />
Probably more colors because why not<br />
<br />
<br />
eventually I'll simulate infinite rollers with one of these. Actually, I might do it now.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Cool Fractals in PR3]]></title>
			<link>https://jiggmin2.com/forums/showthread.php?tid=2872</link>
			<pubDate>Sat, 08 Aug 2020 01:22:24 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jiggmin2.com/forums/member.php?action=profile&uid=96">ThePizzaEater1000</a>]]></dc:creator>
			<guid isPermaLink="false">https://jiggmin2.com/forums/showthread.php?tid=2872</guid>
			<description><![CDATA[Mandelbrot Set (50 iterations I believe, I don't think I temporarily raised it for this level of detail)<br />
<img src="https://i.imgur.com/bXr6Sug.png" loading="lazy"  alt="[Image: bXr6Sug.png]" class="mycode_img" /><br />
<br />
<br />
Julia Set (c = 0.285 + 0.01i)<br />
<img src="https://i.imgur.com/BBjpANP.png" loading="lazy"  alt="[Image: BBjpANP.png]" class="mycode_img" /><br />
<br />
Barnsley Fern<br />
<img src="https://i.imgur.com/jMRKT5F.png" loading="lazy"  alt="[Image: jMRKT5F.png]" class="mycode_img" /><br />
<br />
Sierpiński triangle<br />
<img src="https://i.imgur.com/8w05bp9.png" loading="lazy"  alt="[Image: 8w05bp9.png]" class="mycode_img" /><br />
<br />
Cool hexagon fractal that I dont know the name of or whether it has a name<br />
<img src="https://i.imgur.com/dEEDfeI.png" loading="lazy"  alt="[Image: dEEDfeI.png]" class="mycode_img" /><br />
<br />
Lua code for all of these fractals can be found here: <a href="https://pastebin.com/p76tz5mU" target="_blank" rel="noopener" class="mycode_url">https://pastebin.com/p76tz5mU</a><br />
<br />
also please suggest some other cool fractals i want to make more]]></description>
			<content:encoded><![CDATA[Mandelbrot Set (50 iterations I believe, I don't think I temporarily raised it for this level of detail)<br />
<img src="https://i.imgur.com/bXr6Sug.png" loading="lazy"  alt="[Image: bXr6Sug.png]" class="mycode_img" /><br />
<br />
<br />
Julia Set (c = 0.285 + 0.01i)<br />
<img src="https://i.imgur.com/BBjpANP.png" loading="lazy"  alt="[Image: BBjpANP.png]" class="mycode_img" /><br />
<br />
Barnsley Fern<br />
<img src="https://i.imgur.com/jMRKT5F.png" loading="lazy"  alt="[Image: jMRKT5F.png]" class="mycode_img" /><br />
<br />
Sierpiński triangle<br />
<img src="https://i.imgur.com/8w05bp9.png" loading="lazy"  alt="[Image: 8w05bp9.png]" class="mycode_img" /><br />
<br />
Cool hexagon fractal that I dont know the name of or whether it has a name<br />
<img src="https://i.imgur.com/dEEDfeI.png" loading="lazy"  alt="[Image: dEEDfeI.png]" class="mycode_img" /><br />
<br />
Lua code for all of these fractals can be found here: <a href="https://pastebin.com/p76tz5mU" target="_blank" rel="noopener" class="mycode_url">https://pastebin.com/p76tz5mU</a><br />
<br />
also please suggest some other cool fractals i want to make more]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Using Lua to optimize roller levels.]]></title>
			<link>https://jiggmin2.com/forums/showthread.php?tid=2767</link>
			<pubDate>Tue, 07 Jul 2020 05:50:27 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jiggmin2.com/forums/member.php?action=profile&uid=96">ThePizzaEater1000</a>]]></dc:creator>
			<guid isPermaLink="false">https://jiggmin2.com/forums/showthread.php?tid=2767</guid>
			<description><![CDATA[Recently, I spent about an hour and a half making and testing a short lua project of mine involving the block.teleportto lua command. I had been interested in this command ever since needing to use it creating FYR4 sector 12, though this was more related to what I had been doing earlier that day, which was creating a graphing calculator using lua. The code itself is shown below.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>local times = tolua(player.getmetadata("rollerprog", 0))<br />
local rtm = 0<br />
local done = tolua(player.getmetadata("rollergendone", 0))<br />
if done == 0 then<br />
  if times == 0 then<br />
    player.chat("this will take about two minutes. please be patient.")<br />
  end<br />
  if times &lt; 25000 then<br />
    while rtm &lt; 10 do<br />
      rtm = rtm + 1<br />
      local xdist = times + math.random(16) - 8<br />
      local ydist = (times + math.random(16) - 8) * -1<br />
      block.getblock(1,1).teleportto(xdist,ydist, false)<br />
      xdist = times + math.random(12) - 6<br />
      ydist = (times + math.random(12) - 6) * -1<br />
      block.getblock(1,1).teleportto(xdist, ydist, false)<br />
      times = times + 1<br />
    end<br />
  end<br />
  if times &gt; 18745 and times &lt; 18755 then<br />
    player.chat("you are about halfway through the generation.")<br />
  end<br />
  rtm = 0<br />
  local pvtimes = tolua(player.getmetadata("minerollerprog",0))<br />
  if times &gt;= 25000 and pvtimes &lt; 12500 then<br />
    while rtm &lt; 10 do<br />
      rtm = rtm + 1<br />
      local xdist = (2 * pvtimes) + math.random(18) - 9<br />
      local ydist = (-2 * pvtimes) + math.random(18) - 9<br />
      block.getblock(0,1).teleportto(xdist,ydist,false)<br />
      xdist = (2 * pvtimes) + math.random(18) - 9<br />
      ydist = (-2 * pvtimes) + math.random(18) - 9<br />
      block.getblock(0,1).teleportto(xdist,ydist,false)<br />
      times = times + 1<br />
      pvtimes = pvtimes + 1<br />
    end<br />
  end<br />
  if times &gt;= 37496 then<br />
    player.teleportto(5,-5)<br />
    block.getblock(-1,1).teleportto(25000,-25000,true,true)<br />
    player.setmetadata("rollergendone",1)<br />
    player.chat("generation is complete. enjoy your roller!")<br />
  end<br />
  player.setmetadata("rollerprog", times)<br />
  player.setmetadata("minerollerprog", pvtimes)<br />
end</code></div></div><br />
This code takes three blocks set up beneath it like this: <br />
<img src="https://i.imgur.com/608uB20.png" loading="lazy"  alt="[Image: 608uB20.png]" class="mycode_img" /><br />
and duplicates them, moving the duplicate to a distant location, determined by how far through the generation process it is. The code as it is configured currently creates 50000 vanishes and 25000 bombs, in a roller about 35.3 thousand blocks long (25k blocks tall, 25k blocks wide, diagonal). The lua itself isn't perfect, and due to some limitations, it only generates these blocks locally, and due to the random parts, will be different for everyone.<br />
<br />
Despite this, it may be possible to use lua blocks like this to optimize roller levels, before they are sent to the server.<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">Roller Optimization</span><br />
Optimizing rollers using this requires certain conditions, and there are some drawbacks to this.<br />
<br />
The conditions are:<br />
<br />
<span style="font-size: medium;" class="mycode_size">1. The bombs can be placed in a mathematical way, where nothing about the roller is lost.</span><br />
<br />
This condition prevents using this optimization for "random" sections of rollers, such as vanish sectors. The main purpose of this condition is to minimize player desync.<br />
<br />
<span style="font-size: medium;" class="mycode_size">2. You measured everything properly.</span><br />
<br />
This condition is mostly to keep things normal and possible. If you screw this up, it could be cause issues related to block placement. Thankfully, a few tests with block.teleportto make measurements quite easy to make, and you could always just build around specific measurements.<br />
<br />
<br />
The drawbacks are:<br />
<br />
<span style="font-size: medium;" class="mycode_size">1. This adds a moment in the match to generate the blocks where they need to go.</span><br />
<br />
Generating the blocks does take a bit. While loops allow the process to move MUCH faster, but it can't be done all at once, as otherwise it would causes extreme lag or even a crash. 20 blocks per frame seems to be good for most people, though it still does cause a crash or significant lag for some. The desktop preloader seems better disposed towards this too.<br />
<br />
<span style="font-size: medium;" class="mycode_size">2. Still some possible desync.</span><br />
<br />
Not everyone will reach the part at the same time, and you can't force people to wait 20 minutes for everyone else to catch up. People that arrive later to the sector will generate some blocks where the first people to get there already passed. This can be solved by generating all the blocks at the start of the level, but this leads to a delay to actually playing the level that may extend to ten minutes or more.<br />
<br />
<br />
Nonetheless, some examples of roller sectors that could be optimized this way include:<br />
<br />
FYR4 sector 3, FYR4 sector 5, FYR4 sector 6, FYR4 sector 7, FYR4 sector 8, FYR3 sector 3, FYR3 sector 2, and FYR3 sector 4.<br />
<br />
Using these optimizations in FYR4 could have allowed me to complete the original plan for sector 11 (which was also optimizable), and perhaps tack on a few more sectors after sector 12. After all, this process does save a *lot* of blocks, especially with FYR4 sector 3 and 8.<br />
<br />
This process is difficult and requires measurements, which adds a lot to the process of making the roller, but it could allow for significantly longer rollers.<br />
<br />
Also, at the time of writing, there are a few things that need to be tested to see how well this would work, namely how bomb explosions would work like this and whether or not it allows for teamwork.]]></description>
			<content:encoded><![CDATA[Recently, I spent about an hour and a half making and testing a short lua project of mine involving the block.teleportto lua command. I had been interested in this command ever since needing to use it creating FYR4 sector 12, though this was more related to what I had been doing earlier that day, which was creating a graphing calculator using lua. The code itself is shown below.<br />
<div class="codeblock"><div class="title">Code:</div><div class="body" dir="ltr"><code>local times = tolua(player.getmetadata("rollerprog", 0))<br />
local rtm = 0<br />
local done = tolua(player.getmetadata("rollergendone", 0))<br />
if done == 0 then<br />
  if times == 0 then<br />
    player.chat("this will take about two minutes. please be patient.")<br />
  end<br />
  if times &lt; 25000 then<br />
    while rtm &lt; 10 do<br />
      rtm = rtm + 1<br />
      local xdist = times + math.random(16) - 8<br />
      local ydist = (times + math.random(16) - 8) * -1<br />
      block.getblock(1,1).teleportto(xdist,ydist, false)<br />
      xdist = times + math.random(12) - 6<br />
      ydist = (times + math.random(12) - 6) * -1<br />
      block.getblock(1,1).teleportto(xdist, ydist, false)<br />
      times = times + 1<br />
    end<br />
  end<br />
  if times &gt; 18745 and times &lt; 18755 then<br />
    player.chat("you are about halfway through the generation.")<br />
  end<br />
  rtm = 0<br />
  local pvtimes = tolua(player.getmetadata("minerollerprog",0))<br />
  if times &gt;= 25000 and pvtimes &lt; 12500 then<br />
    while rtm &lt; 10 do<br />
      rtm = rtm + 1<br />
      local xdist = (2 * pvtimes) + math.random(18) - 9<br />
      local ydist = (-2 * pvtimes) + math.random(18) - 9<br />
      block.getblock(0,1).teleportto(xdist,ydist,false)<br />
      xdist = (2 * pvtimes) + math.random(18) - 9<br />
      ydist = (-2 * pvtimes) + math.random(18) - 9<br />
      block.getblock(0,1).teleportto(xdist,ydist,false)<br />
      times = times + 1<br />
      pvtimes = pvtimes + 1<br />
    end<br />
  end<br />
  if times &gt;= 37496 then<br />
    player.teleportto(5,-5)<br />
    block.getblock(-1,1).teleportto(25000,-25000,true,true)<br />
    player.setmetadata("rollergendone",1)<br />
    player.chat("generation is complete. enjoy your roller!")<br />
  end<br />
  player.setmetadata("rollerprog", times)<br />
  player.setmetadata("minerollerprog", pvtimes)<br />
end</code></div></div><br />
This code takes three blocks set up beneath it like this: <br />
<img src="https://i.imgur.com/608uB20.png" loading="lazy"  alt="[Image: 608uB20.png]" class="mycode_img" /><br />
and duplicates them, moving the duplicate to a distant location, determined by how far through the generation process it is. The code as it is configured currently creates 50000 vanishes and 25000 bombs, in a roller about 35.3 thousand blocks long (25k blocks tall, 25k blocks wide, diagonal). The lua itself isn't perfect, and due to some limitations, it only generates these blocks locally, and due to the random parts, will be different for everyone.<br />
<br />
Despite this, it may be possible to use lua blocks like this to optimize roller levels, before they are sent to the server.<br />
<br />
<br />
<span style="font-size: x-large;" class="mycode_size">Roller Optimization</span><br />
Optimizing rollers using this requires certain conditions, and there are some drawbacks to this.<br />
<br />
The conditions are:<br />
<br />
<span style="font-size: medium;" class="mycode_size">1. The bombs can be placed in a mathematical way, where nothing about the roller is lost.</span><br />
<br />
This condition prevents using this optimization for "random" sections of rollers, such as vanish sectors. The main purpose of this condition is to minimize player desync.<br />
<br />
<span style="font-size: medium;" class="mycode_size">2. You measured everything properly.</span><br />
<br />
This condition is mostly to keep things normal and possible. If you screw this up, it could be cause issues related to block placement. Thankfully, a few tests with block.teleportto make measurements quite easy to make, and you could always just build around specific measurements.<br />
<br />
<br />
The drawbacks are:<br />
<br />
<span style="font-size: medium;" class="mycode_size">1. This adds a moment in the match to generate the blocks where they need to go.</span><br />
<br />
Generating the blocks does take a bit. While loops allow the process to move MUCH faster, but it can't be done all at once, as otherwise it would causes extreme lag or even a crash. 20 blocks per frame seems to be good for most people, though it still does cause a crash or significant lag for some. The desktop preloader seems better disposed towards this too.<br />
<br />
<span style="font-size: medium;" class="mycode_size">2. Still some possible desync.</span><br />
<br />
Not everyone will reach the part at the same time, and you can't force people to wait 20 minutes for everyone else to catch up. People that arrive later to the sector will generate some blocks where the first people to get there already passed. This can be solved by generating all the blocks at the start of the level, but this leads to a delay to actually playing the level that may extend to ten minutes or more.<br />
<br />
<br />
Nonetheless, some examples of roller sectors that could be optimized this way include:<br />
<br />
FYR4 sector 3, FYR4 sector 5, FYR4 sector 6, FYR4 sector 7, FYR4 sector 8, FYR3 sector 3, FYR3 sector 2, and FYR3 sector 4.<br />
<br />
Using these optimizations in FYR4 could have allowed me to complete the original plan for sector 11 (which was also optimizable), and perhaps tack on a few more sectors after sector 12. After all, this process does save a *lot* of blocks, especially with FYR4 sector 3 and 8.<br />
<br />
This process is difficult and requires measurements, which adds a lot to the process of making the roller, but it could allow for significantly longer rollers.<br />
<br />
Also, at the time of writing, there are a few things that need to be tested to see how well this would work, namely how bomb explosions would work like this and whether or not it allows for teamwork.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Platform Racing 3 Reborn Hat Guide]]></title>
			<link>https://jiggmin2.com/forums/showthread.php?tid=2727</link>
			<pubDate>Mon, 29 Jun 2020 08:06:58 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jiggmin2.com/forums/member.php?action=profile&uid=1216">Minimania</a>]]></dc:creator>
			<guid isPermaLink="false">https://jiggmin2.com/forums/showthread.php?tid=2727</guid>
			<description><![CDATA[Let me know if anything I have posted here is wrong.<br />
<br />
<img src="https://i.imgur.com/qxYpVOM.png" loading="lazy"  alt="[Image: qxYpVOM.png]" class="mycode_img" /><br />
The hats are in order of my descriptions for them below, going from left to right, top to bottom.<br />
<br />
<br />
<br />
Baseball Cap: Your EXP gain is increased x2 when you finish a level wearing this hat. If you pick up another Baseball hat in addition to your first, it only adds x0.1 for each additional Baseball Cap.<br />
<br />
<br />
Propellor: In PR3r, the Propellor works the same way as in PR2. When you're falling, hold up to fall slower.<br />
<br />
<br />
Santa: The Santa works the same way as in PR2. Blocks you stand on become ice for a short duration. Additionally, ice blocks work like normal blocks for you.<br />
<br />
<br />
Mining Helmet: Crawling (as in, when you're moving through a 1 space gap) does not impose a movement disadvantage on you, greatly increasing your speed while crawling.<br />
<br />
<br />
Aviator Cap: Superjumps are charged much faster while wearing this cap.<br />
<br />
<br />
Widget Helmet: Speed bursts last longer while you wear this hat. (From what I can tell, it's about 125% faster but this number could be wrong.)<br />
<br />
<br />
Pedro The Snail: Any person who steals this hat from you has all of their stats halved.<br />
<br />
<br />
Cardboard Box: This hat does nothing. <br />
<br />
There are 2 Cardboard Boxes, one you can earn in each campaign.<br />
<br />
<br />
Top Hat: This hat allows you to move through both crumble and vanish blocks when you wear it, except from the top.<br />
<br />
<br />
Party Hat: Works exactly like the PR2 party hat. Makes you immune to lightning.<br />
<br />
<br />
Parasol: This increases your maximum superjump height by about 2 blocks.<br />
<br />
<br />
Pirate Hat: Sword swings made by a player wearing the pirate hat go both forwards and backwards.<br />
<br />
<br />
Nurse Hat: Players wearing the nurse hat recover way faster after being stunned.<br />
<br />
<br />
Bouncy Hat: Every solid block becomes treated as a trampoline for players wearing the bouncy hat. <br />
<br />
<br />
Shark Hat: Your swimming speed while going up or down is greatly increased. <br />
<br />
<br />
Happy Hat: As far as I can tell, all of your stats increase by 3, except for EXP bonus, when you wear this hat.<br />
<br />
<br />
Police Hat: The Laser Gun item has 5 ammo instead of 3 when wearing this hat.<br />
<br />
<br />
Ushanka: Allows you to move faster on ice, also you no longer slip on ice.<br />
<br />
<br />
Toque: If a player touches you while you wear this hat, they freeze temporarily.<br />
<br />
<br />
Fez Hat: Any time you rotate with this hat, it happens almost instantaneously.<br />
<br />
<br />
Witch Hat: Hats that are on the ground near you automatically start moving towards you until they land on your head.<br />
<br />
<br />
Halo: Automatically gives you the Angel Wings item when you start a race with it.<br />
<br />
Pet Rock: When you press down while in the air while wearing this hat, you immediately start falling at the max fall speed.<br />
<br />
<br />
Bunny Ears: You can jump once while in midair while wearing this hat. However, all of the jumps you make while wearing this hat are made with your jump stat halved.<br />
<br />
<br />
Bull Horns: Your speed is doubled while wearing this hat.<br />
<br />
<br />
Beret: Each block you touch while wearing this hat turns that hat's color, and temporarily reduces all stats of a player who touches it by 15 points. (And yes, the hat really does look like that.)<br />
<br />
<br />
Crown: It works the same as the crown in PR2 does when you're in a deathmatch. When you take a hit, you are unaffected, but the crown falls off.<br />
<br />
<br />
Cowboy: Your stats are maxed and you can fly around freely as if the level is made of water.]]></description>
			<content:encoded><![CDATA[Let me know if anything I have posted here is wrong.<br />
<br />
<img src="https://i.imgur.com/qxYpVOM.png" loading="lazy"  alt="[Image: qxYpVOM.png]" class="mycode_img" /><br />
The hats are in order of my descriptions for them below, going from left to right, top to bottom.<br />
<br />
<br />
<br />
Baseball Cap: Your EXP gain is increased x2 when you finish a level wearing this hat. If you pick up another Baseball hat in addition to your first, it only adds x0.1 for each additional Baseball Cap.<br />
<br />
<br />
Propellor: In PR3r, the Propellor works the same way as in PR2. When you're falling, hold up to fall slower.<br />
<br />
<br />
Santa: The Santa works the same way as in PR2. Blocks you stand on become ice for a short duration. Additionally, ice blocks work like normal blocks for you.<br />
<br />
<br />
Mining Helmet: Crawling (as in, when you're moving through a 1 space gap) does not impose a movement disadvantage on you, greatly increasing your speed while crawling.<br />
<br />
<br />
Aviator Cap: Superjumps are charged much faster while wearing this cap.<br />
<br />
<br />
Widget Helmet: Speed bursts last longer while you wear this hat. (From what I can tell, it's about 125% faster but this number could be wrong.)<br />
<br />
<br />
Pedro The Snail: Any person who steals this hat from you has all of their stats halved.<br />
<br />
<br />
Cardboard Box: This hat does nothing. <br />
<br />
There are 2 Cardboard Boxes, one you can earn in each campaign.<br />
<br />
<br />
Top Hat: This hat allows you to move through both crumble and vanish blocks when you wear it, except from the top.<br />
<br />
<br />
Party Hat: Works exactly like the PR2 party hat. Makes you immune to lightning.<br />
<br />
<br />
Parasol: This increases your maximum superjump height by about 2 blocks.<br />
<br />
<br />
Pirate Hat: Sword swings made by a player wearing the pirate hat go both forwards and backwards.<br />
<br />
<br />
Nurse Hat: Players wearing the nurse hat recover way faster after being stunned.<br />
<br />
<br />
Bouncy Hat: Every solid block becomes treated as a trampoline for players wearing the bouncy hat. <br />
<br />
<br />
Shark Hat: Your swimming speed while going up or down is greatly increased. <br />
<br />
<br />
Happy Hat: As far as I can tell, all of your stats increase by 3, except for EXP bonus, when you wear this hat.<br />
<br />
<br />
Police Hat: The Laser Gun item has 5 ammo instead of 3 when wearing this hat.<br />
<br />
<br />
Ushanka: Allows you to move faster on ice, also you no longer slip on ice.<br />
<br />
<br />
Toque: If a player touches you while you wear this hat, they freeze temporarily.<br />
<br />
<br />
Fez Hat: Any time you rotate with this hat, it happens almost instantaneously.<br />
<br />
<br />
Witch Hat: Hats that are on the ground near you automatically start moving towards you until they land on your head.<br />
<br />
<br />
Halo: Automatically gives you the Angel Wings item when you start a race with it.<br />
<br />
Pet Rock: When you press down while in the air while wearing this hat, you immediately start falling at the max fall speed.<br />
<br />
<br />
Bunny Ears: You can jump once while in midair while wearing this hat. However, all of the jumps you make while wearing this hat are made with your jump stat halved.<br />
<br />
<br />
Bull Horns: Your speed is doubled while wearing this hat.<br />
<br />
<br />
Beret: Each block you touch while wearing this hat turns that hat's color, and temporarily reduces all stats of a player who touches it by 15 points. (And yes, the hat really does look like that.)<br />
<br />
<br />
Crown: It works the same as the crown in PR2 does when you're in a deathmatch. When you take a hit, you are unaffected, but the crown falls off.<br />
<br />
<br />
Cowboy: Your stats are maxed and you can fly around freely as if the level is made of water.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[FYR4]]></title>
			<link>https://jiggmin2.com/forums/showthread.php?tid=2524</link>
			<pubDate>Thu, 07 May 2020 21:27:37 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jiggmin2.com/forums/member.php?action=profile&uid=96">ThePizzaEater1000</a>]]></dc:creator>
			<guid isPermaLink="false">https://jiggmin2.com/forums/showthread.php?tid=2524</guid>
			<description><![CDATA[As we all know, the platform racing series is all about wasting large amounts of your time on completely pointless tasks. That's why I made this mess of a level.<br />
<img src="https://i.imgur.com/NFqgcT8.png" loading="lazy"  alt="[Image: NFqgcT8.png]" class="mycode_img" /><br />
This is the minimap before sector 12. The red at the bottom is just move blocks that go down, don't worry about those. They're about six and a half minutes of falling down, and they only extend the time falling to the insane amounts to complement going up. After all, who doesn't love hour long falls? There's also a lovely background that tells you what this level is all about! <br />
<img src="https://i.imgur.com/Eg3r7nY.png" loading="lazy"  alt="[Image: Eg3r7nY.png]" class="mycode_img" /><br />
The border between sectors is easily defined. <img src="https://i.imgur.com/xzPrpbU.png" loading="lazy"  alt="[Image: xzPrpbU.png]" class="mycode_img" />What's a FYR roller without things that may be considered war crimes?<br />
<br />
<span style="font-size: large;" class="mycode_size">Sectors of FYR4</span><br />
 - Sector 1 is a mix of vanishes and bombs. You avoid the bombs and try not to fall into the abyss. Falling into the abyss sends you back to the start.<br />
 - Sector 2 is a staircase filled with bombs. There are occasional holes in the bottom, and again, falling into the abyss sends you back to the last checkpoint. Better hope you grabbed the checkpoint at the end of Sector 1. The blocks at the top send you down 50 blocks, making you fall into the abyss.<br />
 - Sector 3 is a very large square of bombs, similar to sector 2 of FYR3, but much bigger. It also winds differently.<br />
 - Sector 4 is just a line of vanishes in a down and right path. This is to give the player a break before Sector 5, and make up for Sector 3.<br />
 - Sector 5 is a mega sector. It goes upward in a zigzag pattern, and each part changes color and has progressively more powerful bombs.<br />
 - Sector 6 is a long line of vanish blocks. It is a *very* long line.<br />
 - Sector 7 is quite like sector 4 of FYR3. It has up arrows and forced bomb hits.<br />
 - Sector 8 is a wall jump tunnel filled to the brim with bombs. Also, you can't climb the sides.<br />
 - Sector 9 is the longest sector by length I believe. It has no bombs, but there are no internal checkpoints. They are normal blocks made with Cool Guy.<br />
 - Sector 10 is a stat hell sector. The player chooses between reversed speed and lowered FOV. It contains mini versions of previous sectors.<br />
 - Sector 11 is a good old ice sector.<br />
 - Sector 12 is a floating point hell sector. It starts with the player teleporting over a million blocks away, to an area where floating point rounding error effects are very noticable.<br />
<br />
This level is very near the point where the server refuses to save the level. A testing version where anyone can create footage at any point of the level will be made.<br />
<br />
The level is theoretically possible to beat, but not practically possible. You can beat it, but do you really want to spend a week trying to beat this level?<br />
<br />
Someone might come in with an 12 person team <span style="font-size: xx-small;" class="mycode_size">(</span><span style="font-size: xx-small;" class="mycode_size">ʰᵃʰᵃ ᵃˢ ᶦᶠ) </span>and beat it, but I don't anticipate that happening ever.<br />
<span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?<span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span></span></span></span></span></span></span><span style="text-decoration: line-through;" class="mycode_s">roller emote when</span> <span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?<span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span></span></span></span></span></span></span></span></span></span>]]></description>
			<content:encoded><![CDATA[As we all know, the platform racing series is all about wasting large amounts of your time on completely pointless tasks. That's why I made this mess of a level.<br />
<img src="https://i.imgur.com/NFqgcT8.png" loading="lazy"  alt="[Image: NFqgcT8.png]" class="mycode_img" /><br />
This is the minimap before sector 12. The red at the bottom is just move blocks that go down, don't worry about those. They're about six and a half minutes of falling down, and they only extend the time falling to the insane amounts to complement going up. After all, who doesn't love hour long falls? There's also a lovely background that tells you what this level is all about! <br />
<img src="https://i.imgur.com/Eg3r7nY.png" loading="lazy"  alt="[Image: Eg3r7nY.png]" class="mycode_img" /><br />
The border between sectors is easily defined. <img src="https://i.imgur.com/xzPrpbU.png" loading="lazy"  alt="[Image: xzPrpbU.png]" class="mycode_img" />What's a FYR roller without things that may be considered war crimes?<br />
<br />
<span style="font-size: large;" class="mycode_size">Sectors of FYR4</span><br />
 - Sector 1 is a mix of vanishes and bombs. You avoid the bombs and try not to fall into the abyss. Falling into the abyss sends you back to the start.<br />
 - Sector 2 is a staircase filled with bombs. There are occasional holes in the bottom, and again, falling into the abyss sends you back to the last checkpoint. Better hope you grabbed the checkpoint at the end of Sector 1. The blocks at the top send you down 50 blocks, making you fall into the abyss.<br />
 - Sector 3 is a very large square of bombs, similar to sector 2 of FYR3, but much bigger. It also winds differently.<br />
 - Sector 4 is just a line of vanishes in a down and right path. This is to give the player a break before Sector 5, and make up for Sector 3.<br />
 - Sector 5 is a mega sector. It goes upward in a zigzag pattern, and each part changes color and has progressively more powerful bombs.<br />
 - Sector 6 is a long line of vanish blocks. It is a *very* long line.<br />
 - Sector 7 is quite like sector 4 of FYR3. It has up arrows and forced bomb hits.<br />
 - Sector 8 is a wall jump tunnel filled to the brim with bombs. Also, you can't climb the sides.<br />
 - Sector 9 is the longest sector by length I believe. It has no bombs, but there are no internal checkpoints. They are normal blocks made with Cool Guy.<br />
 - Sector 10 is a stat hell sector. The player chooses between reversed speed and lowered FOV. It contains mini versions of previous sectors.<br />
 - Sector 11 is a good old ice sector.<br />
 - Sector 12 is a floating point hell sector. It starts with the player teleporting over a million blocks away, to an area where floating point rounding error effects are very noticable.<br />
<br />
This level is very near the point where the server refuses to save the level. A testing version where anyone can create footage at any point of the level will be made.<br />
<br />
The level is theoretically possible to beat, but not practically possible. You can beat it, but do you really want to spend a week trying to beat this level?<br />
<br />
Someone might come in with an 12 person team <span style="font-size: xx-small;" class="mycode_size">(</span><span style="font-size: xx-small;" class="mycode_size">ʰᵃʰᵃ ᵃˢ ᶦᶠ) </span>and beat it, but I don't anticipate that happening ever.<br />
<span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?<span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span></span></span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span></span></span></span></span></span></span><span style="text-decoration: line-through;" class="mycode_s">roller emote when</span> <span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?<span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span><span style="color: #000000;" class="mycode_color"><span style="font-size: x-large;" class="mycode_size"><span style="font-family: apple color emoji;" class="mycode_font">?</span></span></span></span></span></span></span></span></span></span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[PR3 Campaign Contest]]></title>
			<link>https://jiggmin2.com/forums/showthread.php?tid=1411</link>
			<pubDate>Wed, 16 Jan 2019 23:29:34 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jiggmin2.com/forums/member.php?action=profile&uid=13">Jeremiah</a>]]></dc:creator>
			<guid isPermaLink="false">https://jiggmin2.com/forums/showthread.php?tid=1411</guid>
			<description><![CDATA[The PR3 Campaign Contest is back in Phase Four after a year!<br />
<img src="https://i.imgur.com/faawXh3g.png" loading="lazy"  alt="[Image: faawXh3g.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[The PR3 Campaign Contest is back in Phase Four after a year!<br />
<img src="https://i.imgur.com/faawXh3g.png" loading="lazy"  alt="[Image: faawXh3g.png]" class="mycode_img" />]]></content:encoded>
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			<title><![CDATA[PRDTA World Cup 2018]]></title>
			<link>https://jiggmin2.com/forums/showthread.php?tid=581</link>
			<pubDate>Sat, 24 Feb 2018 03:25:04 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jiggmin2.com/forums/member.php?action=profile&uid=124">masteric</a>]]></dc:creator>
			<guid isPermaLink="false">https://jiggmin2.com/forums/showthread.php?tid=581</guid>
			<description><![CDATA[So basically reposting this from the other forums:<br />
<br />
Platform Racing Deathmatch Tournament Association is organizing a deathmatch World Cup for PR3 in 2018.<br />
<br />
It will be a 3v3 tournament consisting of nations. If a team cannot get 3 players, they can play as a smaller team handicap. Back-up players are also allowed (up to a maximum of 5). Before the actual tournament, friendlies will also be organized. You must be from the specific nationality to participate. Certain levels will be used for deathmatches, and a country will<br />
be picked to host the World Cup.<br />
Qualifiers will  take place! It is required that each team has a member to make a deathmatch level to play home games, just following these simple rules:<br />
<br />
1. The deathmatch level cannot have half of it rigged for the home team.<br />
2. It cannot be too small or too big.<br />
3. It should have as many item blocks as possible.<br />
4. When placing start points for the team, the team must all start together, not spaced out.<br />
5. The deathmatch level may not be a troll level.<br />
6. The PRDTA has recognized that the amount of lives each team must have per player is 6.<br />
<br />
Important news! We have made the rule that if a team with let's say 3 players shows up against a team with 1 or 2 players, then the match will have to be re-balanced, so the team with 3 players can only use 1 player if the other team has just 1 player. Unless the smaller team agrees to play more people, this is how it will be.<br />
<br />
<br />
If you would like to join you can PM masteric on PR3, the forums or post here on this thread. You must be in the Discord to participate. Discord link is below.<br />
<br />
If posting here, provide nationality and PR3 username. Thank you!<br />
<br />
Current Sign-Up Sheet at this point:<br />
<br />
1. Croatia [Guest aka RacerToni] 1/3<br />
2. Poland [superguy0173] 1/3<br />
3. Italy [Tib] 1/3<br />
4. Spain [Tungster] 1/3<br />
5. United States [FlashRock25] 1/3<br />
6. Argentina [Tobi66677 and Logan66677] 2/3<br />
7. United Kingdom [ThePizzaEater1000] 1/3<br />
<br />
<br />
Scoring: 3 points for a win, no points for a loss. If, somehow, both teams die at the same time (it is possible) then a draw will be awarded and 1 point to both teams. If there was a group stage for example and two teams had 3 points each, then the team with the better margin of victory would be ahead (e.g. team with 6 lives left defeating team is better than a team with 3 lives left defeating a team) If a team with, let's say, 2 members alive wins, then the lives of those 2 members is the average for margin of victory (e.g. Player 1 with one life left and Player 2 with three lives left after defeating another team, their margin of victory is two lives).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Official PRDTA WC Discord (You must be in the Discord in order to play):</span> <a href="https://discord.gg/XdavmyP" target="_blank" rel="noopener" class="mycode_url">https://discord.gg/XdavmyP</a> <br />
<br />
Referees: masteric (accepting referees at this point).<br />
<br />
<br />
If you want more information, you can ask me at any time.  <img src="https://jiggmin2.com/forums/images/jvsmilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_33" />]]></description>
			<content:encoded><![CDATA[So basically reposting this from the other forums:<br />
<br />
Platform Racing Deathmatch Tournament Association is organizing a deathmatch World Cup for PR3 in 2018.<br />
<br />
It will be a 3v3 tournament consisting of nations. If a team cannot get 3 players, they can play as a smaller team handicap. Back-up players are also allowed (up to a maximum of 5). Before the actual tournament, friendlies will also be organized. You must be from the specific nationality to participate. Certain levels will be used for deathmatches, and a country will<br />
be picked to host the World Cup.<br />
Qualifiers will  take place! It is required that each team has a member to make a deathmatch level to play home games, just following these simple rules:<br />
<br />
1. The deathmatch level cannot have half of it rigged for the home team.<br />
2. It cannot be too small or too big.<br />
3. It should have as many item blocks as possible.<br />
4. When placing start points for the team, the team must all start together, not spaced out.<br />
5. The deathmatch level may not be a troll level.<br />
6. The PRDTA has recognized that the amount of lives each team must have per player is 6.<br />
<br />
Important news! We have made the rule that if a team with let's say 3 players shows up against a team with 1 or 2 players, then the match will have to be re-balanced, so the team with 3 players can only use 1 player if the other team has just 1 player. Unless the smaller team agrees to play more people, this is how it will be.<br />
<br />
<br />
If you would like to join you can PM masteric on PR3, the forums or post here on this thread. You must be in the Discord to participate. Discord link is below.<br />
<br />
If posting here, provide nationality and PR3 username. Thank you!<br />
<br />
Current Sign-Up Sheet at this point:<br />
<br />
1. Croatia [Guest aka RacerToni] 1/3<br />
2. Poland [superguy0173] 1/3<br />
3. Italy [Tib] 1/3<br />
4. Spain [Tungster] 1/3<br />
5. United States [FlashRock25] 1/3<br />
6. Argentina [Tobi66677 and Logan66677] 2/3<br />
7. United Kingdom [ThePizzaEater1000] 1/3<br />
<br />
<br />
Scoring: 3 points for a win, no points for a loss. If, somehow, both teams die at the same time (it is possible) then a draw will be awarded and 1 point to both teams. If there was a group stage for example and two teams had 3 points each, then the team with the better margin of victory would be ahead (e.g. team with 6 lives left defeating team is better than a team with 3 lives left defeating a team) If a team with, let's say, 2 members alive wins, then the lives of those 2 members is the average for margin of victory (e.g. Player 1 with one life left and Player 2 with three lives left after defeating another team, their margin of victory is two lives).<br />
<br />
<span style="font-weight: bold;" class="mycode_b">Official PRDTA WC Discord (You must be in the Discord in order to play):</span> <a href="https://discord.gg/XdavmyP" target="_blank" rel="noopener" class="mycode_url">https://discord.gg/XdavmyP</a> <br />
<br />
Referees: masteric (accepting referees at this point).<br />
<br />
<br />
If you want more information, you can ask me at any time.  <img src="https://jiggmin2.com/forums/images/jvsmilies/smile.gif" alt="Smile" title="Smile" class="smilie smilie_33" />]]></content:encoded>
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			<title><![CDATA[PR3 Trapper list]]></title>
			<link>https://jiggmin2.com/forums/showthread.php?tid=311</link>
			<pubDate>Sat, 30 Dec 2017 14:37:00 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jiggmin2.com/forums/member.php?action=profile&uid=162">lp9</a>]]></dc:creator>
			<guid isPermaLink="false">https://jiggmin2.com/forums/showthread.php?tid=311</guid>
			<description><![CDATA[There's a thread for pr2 trappers so why not make one for pr3?<br />
<br />
<span style="color: #9933ff;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Rank S:</span></span></span> sfkwww, drmario98 (though they're noobs who dont play anymore)<br />
<br />
<span style="font-size: small;" class="mycode_size">These players are one of the best at traps, they're in a league of their own, though i'm pretty sure they suck ass now because of months of inactivity</span><br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------<br />
<span style="color: #ff3333;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Rank A:</span></span></span> lp9, rmxdotexe, Anicaya<br />
<br />
<span style="font-size: small;" class="mycode_size">These players are pretty good at traps, but they still suck ass because they spend 2 ****ing hours on shattered</span><br />
<br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------<br />
<span style="color: #ff9933;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Rank B:</span></span></span> tib, nudynapudy, pr3sbest,gasterskyraw, tobi66777, logan66777, Nostalgia, Agentabe007, Wrychaos, Ragnothane, Killer/Free<br />
<br />
<span style="font-size: small;" class="mycode_size">These players are alright at traps, they can manage most of the jumps, but don't expect them to do stuff like bomb + vanish  edge jumps consistently. (tib u still suck at pr3 traps, like wtf man? you should be rank s already noob)</span><br />
<br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------<br />
<span style="color: #cccc33;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Rank C:</span></span></span> Antonhs30000, Flashrock, Trash, Pizzaeater1000<br />
<br />
<span style="font-size: small;" class="mycode_size">They can do the simpler obstacles, but they are noobs when it comes to harder obstacles like bomb edge jumps, vanish jumps, bomb riding etc.</span><br />
<br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------<br />
<span style="color: #33cc33;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Rank D:</span></span></span> Literally everyone else who doesn't play traps<br />
<br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Rank F:</span></span> isokissa3, jiggmin, jiggmin2.com, Dufl3y<br />
<br />
<span style="font-size: small;" class="mycode_size">The hidden category, they are secretly above rank S, because they can pass any level easily with their noclip hacks</span><br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------<br />
<br />
If you know any more trappers on pr3 (good luck with that), tell me and i'll add them here.]]></description>
			<content:encoded><![CDATA[There's a thread for pr2 trappers so why not make one for pr3?<br />
<br />
<span style="color: #9933ff;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Rank S:</span></span></span> sfkwww, drmario98 (though they're noobs who dont play anymore)<br />
<br />
<span style="font-size: small;" class="mycode_size">These players are one of the best at traps, they're in a league of their own, though i'm pretty sure they suck ass now because of months of inactivity</span><br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------<br />
<span style="color: #ff3333;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Rank A:</span></span></span> lp9, rmxdotexe, Anicaya<br />
<br />
<span style="font-size: small;" class="mycode_size">These players are pretty good at traps, but they still suck ass because they spend 2 ****ing hours on shattered</span><br />
<br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------<br />
<span style="color: #ff9933;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Rank B:</span></span></span> tib, nudynapudy, pr3sbest,gasterskyraw, tobi66777, logan66777, Nostalgia, Agentabe007, Wrychaos, Ragnothane, Killer/Free<br />
<br />
<span style="font-size: small;" class="mycode_size">These players are alright at traps, they can manage most of the jumps, but don't expect them to do stuff like bomb + vanish  edge jumps consistently. (tib u still suck at pr3 traps, like wtf man? you should be rank s already noob)</span><br />
<br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------<br />
<span style="color: #cccc33;" class="mycode_color"><span style="font-weight: bold;" class="mycode_b"><span style="text-decoration: underline;" class="mycode_u">Rank C:</span></span></span> Antonhs30000, Flashrock, Trash, Pizzaeater1000<br />
<br />
<span style="font-size: small;" class="mycode_size">They can do the simpler obstacles, but they are noobs when it comes to harder obstacles like bomb edge jumps, vanish jumps, bomb riding etc.</span><br />
<br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------<br />
<span style="color: #33cc33;" class="mycode_color"><span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Rank D:</span></span></span> Literally everyone else who doesn't play traps<br />
<br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------<br />
<span style="text-decoration: underline;" class="mycode_u"><span style="font-weight: bold;" class="mycode_b">Rank F:</span></span> isokissa3, jiggmin, jiggmin2.com, Dufl3y<br />
<br />
<span style="font-size: small;" class="mycode_size">The hidden category, they are secretly above rank S, because they can pass any level easily with their noclip hacks</span><br />
<br />
---------------------------------------------------------------------------------------------------------------------------------------<br />
<br />
If you know any more trappers on pr3 (good luck with that), tell me and i'll add them here.]]></content:encoded>
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			<title><![CDATA[Civilization PR3]]></title>
			<link>https://jiggmin2.com/forums/showthread.php?tid=217</link>
			<pubDate>Wed, 06 Dec 2017 21:17:20 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jiggmin2.com/forums/member.php?action=profile&uid=96">ThePizzaEater1000</a>]]></dc:creator>
			<guid isPermaLink="false">https://jiggmin2.com/forums/showthread.php?tid=217</guid>
			<description><![CDATA[Ok, since this doesn't really have a forum yet and theres a pr3r subsection, I'm gonna go ahead and make a forum for this. Basically, Civilization PR3 is a game run on PR3 where you get to control a country/empire. You can engage in relations with other countries, have colonies, go to space, wage brutal wars, and more! There is an information spreadsheet here: <span style="color: #0096cf;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Whitney,;" class="mycode_font"><a href="https://docs.google.com/spreadsheets/d/1oSX8i7BcWPTBqh1GIX3vSBOxVTOJBsK2irYdJewOM5w/edit?usp=sharing" target="_blank" rel="noopener" class="mycode_url">https://docs.google.com/spreadsheets/d/1...sp=sharing</a></span></span></span><br />
<br />
<span style="font-size: small;" class="mycode_size">While updates aren't always constant, you should expect updates to it atleast every week. I also occasionally introduce "NPC countries" so that theres stuff to compete with. You are always allowed to start out as an NPC. However, please note that if you take the role of a NPC country, you will keep all relations and stuff that nation had. Most of this stuff is explained on the level itself.</span><br />
<span style="font-size: small;" class="mycode_size">There is a discord mostly dedicated to CivPR3 here: <a href="https://discord.gg/ZJhVXG9" target="_blank" rel="noopener" class="mycode_url">https://discord.gg/ZJhVXG9</a></span><br />
<br />
<span style="font-size: small;" class="mycode_size">Current world map: </span><br />
<img src="https://cdn.discordapp.com/attachments/408768400345792514/564542299535704099/unknown.png" loading="lazy"  alt="[Image: unknown.png]" class="mycode_img" />]]></description>
			<content:encoded><![CDATA[Ok, since this doesn't really have a forum yet and theres a pr3r subsection, I'm gonna go ahead and make a forum for this. Basically, Civilization PR3 is a game run on PR3 where you get to control a country/empire. You can engage in relations with other countries, have colonies, go to space, wage brutal wars, and more! There is an information spreadsheet here: <span style="color: #0096cf;" class="mycode_color"><span style="font-size: small;" class="mycode_size"><span style="font-family: Whitney,;" class="mycode_font"><a href="https://docs.google.com/spreadsheets/d/1oSX8i7BcWPTBqh1GIX3vSBOxVTOJBsK2irYdJewOM5w/edit?usp=sharing" target="_blank" rel="noopener" class="mycode_url">https://docs.google.com/spreadsheets/d/1...sp=sharing</a></span></span></span><br />
<br />
<span style="font-size: small;" class="mycode_size">While updates aren't always constant, you should expect updates to it atleast every week. I also occasionally introduce "NPC countries" so that theres stuff to compete with. You are always allowed to start out as an NPC. However, please note that if you take the role of a NPC country, you will keep all relations and stuff that nation had. Most of this stuff is explained on the level itself.</span><br />
<span style="font-size: small;" class="mycode_size">There is a discord mostly dedicated to CivPR3 here: <a href="https://discord.gg/ZJhVXG9" target="_blank" rel="noopener" class="mycode_url">https://discord.gg/ZJhVXG9</a></span><br />
<br />
<span style="font-size: small;" class="mycode_size">Current world map: </span><br />
<img src="https://cdn.discordapp.com/attachments/408768400345792514/564542299535704099/unknown.png" loading="lazy"  alt="[Image: unknown.png]" class="mycode_img" />]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Platform Racing 3: Reborn]]></title>
			<link>https://jiggmin2.com/forums/showthread.php?tid=213</link>
			<pubDate>Wed, 06 Dec 2017 03:22:11 +0000</pubDate>
			<dc:creator><![CDATA[<a href="https://jiggmin2.com/forums/member.php?action=profile&uid=126">DecadeDecaf</a>]]></dc:creator>
			<guid isPermaLink="false">https://jiggmin2.com/forums/showthread.php?tid=213</guid>
			<description><![CDATA[<img src="https://jiggmin2.com/forums/images/discordsmilies/fred.png" alt="Fred" title="Fred" class="smilie smilie_39" /> Link to the game: <a href="http://pr3.goldtreeservers.net/" target="_blank" rel="noopener" class="mycode_url">http://pr3.goldtreeservers.net/</a><br />
<br />
Hey guys! I know this is an entire sub forum dedicated to PR3R, but since it was empty, I decided to make a general thread where you can talk about general stuff that doesn't really warrant a new thread. I've also included some info below for any of you who might be out of the loop.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Backstory</span></span><br />
<br />
After the success of PR2, Jiggmin mistakenly paired with Sparkworkz to make PR3. Jiggmin had done the art for PR1 and PR2, but an artist from Sparkworkz named Nicole Swimley did the art for PR3. Due to server lag and login issues, many people moved back to PR2 or just quit entirely. Jiggmin got married and lost interest in PR3 soon after. Sparkworkz shut down, but reached out to Jiggmin to offer full rights over his game, but since he was busy with real life, he didn't respond. About a year later, isokissa3 took the source code and revived the game under his own control. This brought many members and potential for the game to continue onwards. Later, GambitAnimating offered to help with updates and such to make the game better, and isokissa allowed it. After about 2 years of PR3R being up, isokissa was fed up with a certain subset of people, and gave me the mod role so I could help moderate the game. Since then, I've been promoted to admin, and two other mods have joined the team. Gambit, Iso, and I are all still working on some cool stuff, and we hope to see how PR3R can look like in the future.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Staff</span></span><br />
<br />
Isokissa3: PR3R Founder, Developer, and Server/Database Hoster<br />
GambitAnimating: PR3R Moderator and Developer<br />
Cade642: PR3R Admin, Part Artist, and Developer<br />
Tib: PR3R Moderator and Main Tournament Hoster<br />
Dufl3y: PR3R Moderator<br />
Dangevin: PR3R Campaign Manager<br />
Suuper: PR3R Developer<br />
lp9: Part Artist<br />
CatnipOverdose: Part Artist<br />
Box: Part Artist<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">What's New?</span></span><br />
<br />
So, PR3R is actually adding new things! Here's all the new content and features:<br />
<br />
- King of the Hat: New game mode where you have to hold a hat for a set amount of time to win.<br />
- Bow: New charged weapon item that has 3 uses and lobs.<br />
- Super Teleport: New item that allows you to teleport 3 blocks instead of 2, just like in PR2.<br />
- Napalm: New item that sets you on fire for as long as shield. Touching other players hurts them.<br />
- Police Hat: Adds 1 extra ammo to laser guns.<br />
- Ushanka: Immunity to wind and ice.<br />
- New sets: Cyborg, Dragon, Spider, Meteor, Donkey, Cheetah.<br />
- New parts: Meme Head, PR3 Hoodie.<br />
<br />
- Tournaments: Lobbies with room for infinite players and better prizes.<br />
- New Rating System: Thumbs up and down, instead of a star system.<br />
- Ability to kick and ban members from your lobby as the host.<br />
- A ping counter.<br />
- Ingame login system.<br />
- More consistent water physics.<br />
<br />
- Heart Block: Heals you in deathmatches just like in PR2.<br />
- Reflector Blocks: Reflect bullets in a set direction.<br />
- Weak Blocks: Slowly crumble as you stand on them.<br />
- Glass Blocks: Weak on top, and reflector on sides.<br />
- Code Blocks: Blocks that give you the ability to do a lot of different things, including changing damage values, referencing other blocks, checking for the players' hats, and setting variables.<br />
- Checkpoint Blocks: Blocks that override safe blocks to make safety nets more interesting.<br />
- Custom Stat Blocks: Change the amount of each stat that a block gives.<br />
- Buttons and Reactor Blocks: Pressing Buttons shatters correlating Reactors.<br />
<br />
- Editor Convenience Tools: Hold shift to place, delete, and move huge sections of a map. Copy and paste sections in the same way. Use shift to draw lines with the paint tool. Middle mouse click to select a block.<br />
- Block Categories: Categorize your blocks to save yourself time.<br />
- Ability to set the deathmatch starting health.<br />
- Ability to set the vanish timer.<br />
<br />
That's it! Stay tuned to this thread for PR3 news and events. There's also one on Acid, so check that one for things you might miss.]]></description>
			<content:encoded><![CDATA[<img src="https://jiggmin2.com/forums/images/discordsmilies/fred.png" alt="Fred" title="Fred" class="smilie smilie_39" /> Link to the game: <a href="http://pr3.goldtreeservers.net/" target="_blank" rel="noopener" class="mycode_url">http://pr3.goldtreeservers.net/</a><br />
<br />
Hey guys! I know this is an entire sub forum dedicated to PR3R, but since it was empty, I decided to make a general thread where you can talk about general stuff that doesn't really warrant a new thread. I've also included some info below for any of you who might be out of the loop.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Backstory</span></span><br />
<br />
After the success of PR2, Jiggmin mistakenly paired with Sparkworkz to make PR3. Jiggmin had done the art for PR1 and PR2, but an artist from Sparkworkz named Nicole Swimley did the art for PR3. Due to server lag and login issues, many people moved back to PR2 or just quit entirely. Jiggmin got married and lost interest in PR3 soon after. Sparkworkz shut down, but reached out to Jiggmin to offer full rights over his game, but since he was busy with real life, he didn't respond. About a year later, isokissa3 took the source code and revived the game under his own control. This brought many members and potential for the game to continue onwards. Later, GambitAnimating offered to help with updates and such to make the game better, and isokissa allowed it. After about 2 years of PR3R being up, isokissa was fed up with a certain subset of people, and gave me the mod role so I could help moderate the game. Since then, I've been promoted to admin, and two other mods have joined the team. Gambit, Iso, and I are all still working on some cool stuff, and we hope to see how PR3R can look like in the future.<br />
<br />
<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">Staff</span></span><br />
<br />
Isokissa3: PR3R Founder, Developer, and Server/Database Hoster<br />
GambitAnimating: PR3R Moderator and Developer<br />
Cade642: PR3R Admin, Part Artist, and Developer<br />
Tib: PR3R Moderator and Main Tournament Hoster<br />
Dufl3y: PR3R Moderator<br />
Dangevin: PR3R Campaign Manager<br />
Suuper: PR3R Developer<br />
lp9: Part Artist<br />
CatnipOverdose: Part Artist<br />
Box: Part Artist<br />
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<span style="font-size: medium;" class="mycode_size"><span style="font-weight: bold;" class="mycode_b">What's New?</span></span><br />
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So, PR3R is actually adding new things! Here's all the new content and features:<br />
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- King of the Hat: New game mode where you have to hold a hat for a set amount of time to win.<br />
- Bow: New charged weapon item that has 3 uses and lobs.<br />
- Super Teleport: New item that allows you to teleport 3 blocks instead of 2, just like in PR2.<br />
- Napalm: New item that sets you on fire for as long as shield. Touching other players hurts them.<br />
- Police Hat: Adds 1 extra ammo to laser guns.<br />
- Ushanka: Immunity to wind and ice.<br />
- New sets: Cyborg, Dragon, Spider, Meteor, Donkey, Cheetah.<br />
- New parts: Meme Head, PR3 Hoodie.<br />
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- Tournaments: Lobbies with room for infinite players and better prizes.<br />
- New Rating System: Thumbs up and down, instead of a star system.<br />
- Ability to kick and ban members from your lobby as the host.<br />
- A ping counter.<br />
- Ingame login system.<br />
- More consistent water physics.<br />
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- Heart Block: Heals you in deathmatches just like in PR2.<br />
- Reflector Blocks: Reflect bullets in a set direction.<br />
- Weak Blocks: Slowly crumble as you stand on them.<br />
- Glass Blocks: Weak on top, and reflector on sides.<br />
- Code Blocks: Blocks that give you the ability to do a lot of different things, including changing damage values, referencing other blocks, checking for the players' hats, and setting variables.<br />
- Checkpoint Blocks: Blocks that override safe blocks to make safety nets more interesting.<br />
- Custom Stat Blocks: Change the amount of each stat that a block gives.<br />
- Buttons and Reactor Blocks: Pressing Buttons shatters correlating Reactors.<br />
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- Editor Convenience Tools: Hold shift to place, delete, and move huge sections of a map. Copy and paste sections in the same way. Use shift to draw lines with the paint tool. Middle mouse click to select a block.<br />
- Block Categories: Categorize your blocks to save yourself time.<br />
- Ability to set the deathmatch starting health.<br />
- Ability to set the vanish timer.<br />
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That's it! Stay tuned to this thread for PR3 news and events. There's also one on Acid, so check that one for things you might miss.]]></content:encoded>
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