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 [Concept] Spore No-Act Clock

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Pelicanthor
Red Spice
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PostSubject: [Concept] Spore No-Act Clock   Tue Apr 12, 2011 9:18 pm

Hey guys, it's me again!
I had this idea to make a Spore clock that takes no Acts.

Here is the idea:

Lay down a line of 9 gates, each gate is a number from 1-9.
The gates are invisible until activated.
A creature runs back and forth with a key activating the gates in order.
When 9 is reached, the creature in the 10s spot activates 1 gate.
And it repeats.


I have this working prototype, but there is one small problem...

I need the gates to all close at the same time, but the creature that is pacing needs to be in the zone with the key so it does not get trapped.

I can't find a way to make the respawns on the gate all mesh together so they close at the same time.

Here is some info that is important to note:
It takes about 6-7 seconds for each number to be activated.
a total of about 63 seconds to activate number 9.
Number 9 needs to respawn 2 seconds after activation.


Can anyone help me?




Anyone here?
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Gelatino95
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PostSubject: Re: [Concept] Spore No-Act Clock   Tue Apr 12, 2011 9:51 pm

I still don't quite understand how this works... can you make a video, perhaps?
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Pelicanthor
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PostSubject: Re: [Concept] Spore No-Act Clock   Tue Apr 12, 2011 10:00 pm

I can try to get a video...
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Epsilon
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PostSubject: Re: [Concept] Spore No-Act Clock   Tue Apr 12, 2011 10:06 pm

Interesting concept!

Can I just ask, why? What's wrong with the regular clock? Lol.
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Pelicanthor
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PostSubject: Re: [Concept] Spore No-Act Clock   Tue Apr 12, 2011 10:11 pm

Epsilon wrote:
Interesting concept!

Can I just ask, why? What's wrong with the regular clock? Lol.

I want to change my bed time.


Ok, I think I have it working now... I will get a video of the finished result later, thanks guys tupps!
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DarkFish
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PostSubject: Re: [Concept] Spore No-Act Clock   Wed Apr 13, 2011 12:28 am

Great idea! Can't wait to see this.
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Pelicanthor
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PostSubject: Re: [Concept] Spore No-Act Clock   Wed Apr 13, 2011 7:26 pm

Update:



This is what one place of numbers looks like.

I named all my gates for the one place 1-1 to 1-8, the 9s are special as they activate the next numbers, so I must name them 1-9 2-9 and 3-9, they are all different slots, but they are still white gates.
The keys being used are also called 1-key, 2-key, and 3-key.
The logic creatures for each place is also named like that.

Oh, and now that Darkspore beta is open, I may not finish it until the beta ends....
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Gelatino95
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PostSubject: Re: [Concept] Spore No-Act Clock   Wed Apr 13, 2011 9:36 pm

Okay... so a creature has to get through a certain number of gates before the number changes, simulating the passage of time in a real clock? That sound interesting. Very innovative. Don't know how you'll get all the gates to regenerate at once, though.
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Pelicanthor
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Join date : 2010-11-29
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PostSubject: Re: [Concept] Spore No-Act Clock   Thu Apr 14, 2011 7:59 am

I made all the gates re-spawn at once using a timeline and basic math.

The time may very on other computers, so it may not work for some, but I encourage others to make their own clocks!
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PostSubject: Re: [Concept] Spore No-Act Clock   Today at 8:24 pm

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