Color clash mechanic question

Is there a way to make a memory efficient color clash game instead of a gazillion triggers, wires, and barriers?

don’t think so, maybe you could have less than gazillion things by having kinda large blocks distributed around the map so its not too inefficient, idk.

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Other than using the actual devices that Team Gimkit uses, there’s no memory friendly way to make a color clash type system to my knowledge.

Depending on the size of your arena, the most efficient way I’d imagine remaking this is through the Player Coordinate device and one or maybe 2 Text devices. Essentially the Text would display the colors and react to individual player movements and locations through the Player Coordinates.

Is there a good guide to that?
Or umm can u tell me how to do dat?

If you’re asking on how to make the Color Clash gamemode, I think it’s dev-only devices, like the reactable tiles or the jump-crystals. It would take a lot of memory to make a small area that behaves like it, though I do think it’s possible to do.

i know how to make all of those, but im wondering is there’s a more memory efficient way

If you can find a way to use channels and not use any wires, that’d be memory efficient, since every wire is 10 memory, and channels don’t cost memory.

Jump crystals would likely be added into GKC but the color tiles are probably going to be a dev only device like invisabits and moving sentries.

So no, you can’t make a memory efficient color clash game because that requires the devs to add said devices which will likely never happen, why? its a terrain that changes colors, this implies it can be customized, this is probably why the devs won’t add it even a few season tickets in the future.

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But thats tooo many channels

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