Concepts of Gimkit Creative [ đź“° Resources] (Repost)

Disclaimer: This is not my guide, and all credit for making this guide should go to @getrithekd. Please do not like this post, instead, go like the original post, or some of their other guides to check them out. The purpose of this is simply to allow more edit time by making it a wiki. The ONLY person allowed to edit this is @getrithekd, and editing from anyone else is a violation of their intellectual property. Remember that anyone can see who has edited a wiki, so any unauthorized editing WILL be reported.

This guide lists all of the different concepts in Gimkit Creative.

Advanced Update Order (Difficulty Rating 10/10)

Advanced Update Order | Difficulty: :purple_square:

The Advanced Update Order Family :purple_square:

This is the order in which things are updated

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Scope (Difficulty Rating: 3/10 )

Say we have a channel. It broadcasts to a counter when a button gets clicked. The counter updates a property, which broadcasts to a respawner. If the scope is player, the player that clicks the button will get respawned. If the scope is team, then the player’s team gets respawned. You can also use relays to change the scope. However, you can’t switch it to a specific player. However, you can give a player an item and then run a channel for everyone that check if they have that item. If they do, then it will switch them to a team. Then, you can choose that team to switch the scope to. Scope also allows for barriers blocking bullets but not people.

Combining properties with scope gives us a memory saving powerhouse. Instead of having a property for each person, we have a single property for all the players!

However, scope is a little finnicky to work with. It is often the cause of lots of bugs in code. It is pretty hard to use if you come back to your map after a few days.

Difficulty for Scope
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Pseudo-Teaming (Difficulty Rating: 2/10)

The Art of Psuedo Teaming: A Comprehensive Guide
An In-Depth Guide on Numerical Pseudo-Teaming (New Version Included!) (Difficulty 5-8 or 🟥)

Pseudo teaming is using items to team players, instead of using the regular team function. This allows for teams to have richer interactions than before! One of the most famous examples of pseudo-teaming is in the Gimkit replications of Among Us. This can also be changed into regular teams and back.

Difficulty for Pseudo-Teaming
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Concatenation (Difficulty Rating: 1/10)

The Art of Concatenation: Credits to @Zypheir and @Blackhole927- Difficulty 7.5/10 or :orange_square:

Concatenation reduces your block usage and tedious tasks in making complex maps like ___land or Helpian Monopoly. It is a rare case if you can use it, but if you can, you should.

Difficulty for Concatenation
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Coordinate Systems: (Difficulty Rating: 2/10)

Coordinate systems can help you track where players are at and where they are going. This is the most efficient coordinate system:
The Tamian Coordinate System | Difficulty: :yellow_square: (Version 2.0)
This one uses as little zones as possible, but it is a little harder to work with.

Here is a more basic but MUCH more memory-intensive coordinate system:
The Tamian Coordinate System | Difficulty: :yellow_square: (See: Updated)

This one is just plainly easier to work with, but if the first one uses n zones, the second one use n*n zones!

Difficulty for Coordinate Systems
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Recursion

If you are a new user, you may have heard about recursion being really laggy. It may be laggy, but it is good for lots of things that use loops! This is pretty simple to learn. We have something that makes something else happen, and on and on until the first event happens again, and happens again. Somewhere in each repetition, a property that determines if the first event happens is changed. While the property meets the conditions we set, the the loop will go on and on.

Difficulty for Recursion
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Player ID's

Player ID’s are really neat. They are the building blocks of advanced player interactions. They are the base of infinite popup voting and for admin options. Here is the guide on Player ID’s:
Player ID's (Difficulty 5/10 🟨)

To be continued…

Most of these are pretty easy to implement in your games.

You need to add a space between the bracket and the emojii

whoops

how are coordinate systems concepts

Sorry it took so long @getrithekd , all the formatting, editing, polls, copying, and retyping on top of school took a while. Then the forum deleted it :sob:

You have to ask them that, but this post has probably already pinged them at least four times

It’s ok :grinning:

1 Like

Can you track like how far you are away from a waypoint with a property? If so you can use trigonometry to make a coordinate system.

Yeah, you can, but adding sines and cosines would be very hard.

Sines and Cosines are in block code.

You can have sines and cosines in block code.

im gonna go make a coords system now brb

How would you do that? Also, I just accidentally “discarded” my recursion guide :sob:

1 Like

Approximations of taylor series

How does the taylor series have to do with distance with waypoints?

There appears to be no way to extract the distance to a waypoint or player…

I’m asking- how do you track the distance from a waypoint to a player?

if you have a coordinate system, there is.

Awww that’s too bad… hey we could suggest that on nolt