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Its not exactly just the walls in those 700 some bits. In that it is ordered so that the Game Objects as well can be positioned without storing their positions. Basically reading the map left to right, top to bottom - each cell takes 3 bits automatically. The first 2 bits for whether there are vertical and horizontal walls there (optimized to not include vertical bit for last column, nor horizontal bit for last row). The 3rd bit is whether there is a GameObject there (if so, followed by bits for that). Not sure I know what you mean by compress. Right now I have not touched any of the ints. I have briefly thought of adding a util visible only to me for updating everyone's data for updates, but thought maybe there would be possibility of someone having a copy opened..
Ha you just divided by zero!
Or I mean not initially placed, rather what is currently there at time of activation.
Does it not cover that? The pressure plate without the setting requires a weight which then can activate a wall/door to appear/disappear. Just accommodated with what is initially placed. And thank you! XD
Also requiring that you test and complete it just ensures you are not posting an impossible map.
Sorry it isn't clear that's how to save from the editor interface itself. But it is stated in the help screen.
You must "Test" and complete it (reach the Leaf), then hit Confirm to save.
If you have time, please create a map (can just be a quick one) so I can see how it runs as there are more Users participating. Thanks you
Do you mean leaving comments for each others' maps? That will further limit the space available for your map. (5 Strings * 50 characters * 7 bits = 1750 bits). I figured most comments can be made here in the scenario's comment section. It would be nice to have, but I started out the program on the goal of for the given memory limitation of a UserInfo - What can I safely provide to fit in the space as a custom level