ok, so I am making snake, and I am using different text devices with color blocks as “pixels” where one property called signal will get changed everytime the game updates, and when it changes, it broadcasts on UpdatePixels, which all pixels receive on. Each block code then looks for their coordinate in the property and if it finds it, there are a few different cases. Head is an orange block, tail is a green block, and apple is a red block. For the head it should wait X amount of seconds before turning to a tail, and for tails, it should wait X amount of seconds before turning black. If I use different channels like I am now, I will need 2 triggers for each coordinate. 1 would need a block, but the other wouldn’t, but that would be way over 100% memory. Pixel Colors:
Block Code: (For Each Pixel):
why would you need 2 triggers per text device? In my experience of text displays, you only need a few triggers for the whole system (Not including player movement, but for updating text). I’ve brainstormed recreating snake on a notebook (I was planning to make it but I’ll let you do it!) and it shouldn’t be too memory consuming. Anyways, good luck!