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SnazzGass

23
Posts
A member registered Jan 20, 2020

Creator of

Recent community posts

first

Version 2 of my Binary Adder. It's much faster, slightly smaller, better organized, and will never break (unlike my first adder which had a low chance of failure due to inconsistent mechanics)

(1 edit)

This Nuke will only go off after 75 days, It shouldn't be too difficult to increase the time to several years

Most Compact Nuke I can come up with 


(2 edits)

5 things that would make this game a lot better:


1. Deterministic Logic: This mostly applies to the mover and generator cells. there are a couple situations where they act differently with the same initial conditions.

Examples:


It seems that these problems mostly come from the game randomly choosing which cell to move first if the cells are facing the same direction.


2. Settings menu: A place where you can adjust the volume of the game sounds and music, as well as being able to disable the retro effect that distorts the edges of the screen.


3. Better level editor/Sandbox mode: Currently you have to use a mod to get sandbox mode, and it's not a great sandbox. You can't zoom or pan and there is very limited space to work with. You can only move 1 block at a time.

I think this game needs an inventory. It will display your available cells, and how many of each type you have. Players should be able to drag and drop from the inventory bar, or select a cell (hotkeys would be nice), then click or drag in the build area to fill the space with that type of cell. The inventory bar should also have an eraser that removes cells from the board and puts them back in the inventory. It would also be nice to have the ability to move, copy, paste, and rotate whole selections of cells.


4. Delete cell: A new cell that acts similar to the enemy cells, but the player can place it and it can destroy any number of cells that get pushed into it. The game has a limited amount of space, and if you want to make advanced cellular automata, you can't use the generator cells because they tend to fill up the entire area and lock everything in place. its very hard to use them in controlled way.

TL;DR: Generator cells create more cells, but there's no balance because there is no cell that can delete all the cells it produces.


5. Save Files: you should be able to save and load your solutions to/from a file, and instead of sharing screenshots, you can actually share the saves themselves.

(2 edits)

I made a clock based full adder, looped the Carry back in to itself and now I'm adding BIG Numbers (takes an eternity to finish though)

I spent several hours on this.


Edit: Just figured out I can overclock this, so now its working 2x faster

that one only takes ~20 seconds

My fastest and slowest cellular automata for level 15.

This one takes 14 ticks or ~2.8 seconds


And this one takes ~750 ticks or ~2:30


(2 edits)

I made a 6 bit binary counter. It counts the number of times the mover cell goes through it. Each of the yellow slider cells represents one bit. when they are spinning the value is 1, when they are not spinning, the value is 0.


https://www.speedrun.com/karlson_itch.io/individual_levels

Out-flexed

make sure you specify that you are doing dc% runs. and specify which runs you are using dc on. Most of those times look good except for sky 2. You could save 5-10 seconds using the outside of roller strat

(1 edit)

I could still work on sandbox 2 and sky 2, but the rest are pretty good.

My current WRs:

EvilTaco spliced together all the WR times 

I tried to emulate this guy (Escape 3 isn't my strongest level)

(2 edits)

I managed to get my total time to 1:29.96 I think I'm the first one to get below 90 sec.

I have WR for Tutorial, Escape 2, and Sky 1

Edit: I just managed to get 3:48 on sandbox 0, another WR


I have also done a complete gunless% run. I'll probably beat this time soon, but this is the first complete run of this category

(1 edit)

I currently have WR for Escape 2 and Sky 1

Edit: total time is 1:33.99

I'm pretty sure I'm the first to do every level in under 15 seconds

KARLSON community · Replied to Redz in Times

That's just a visual bug with the grapple gun that happens when you don't have your fov set to 100. It does not affect the gameplay. The grapple gun is actually connected to the red dot

WR for sky 1 is 11:52

(8 edits)

My Escape 2 WRs

14:52  https://streamable.com/zgtge

14:30 https://streamable.com/afnx6

13:92 https://streamable.com/hbdsi

13:75 https://streamable.com/dabr5

13:54 https://streamable.com/biz20

13:33 (Current WR) 

(4 edits)

some fun runs
Escape 1 in 11:23 https://streamable.com/14y9n
Escape 2 in 17:37 https://streamable.com/j7xea
Escape 3 in 7:88 https://streamable.com/9u0xf