Finding A Way To Have A Delay In Text Block Coding

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: :red_square: :green_square: :orange_square::black_large_square:
Block Code: (For Each Pixel):


Have any more memory efficient delay methods that also can change the text of the Pixel? Comment them!!
(Btwn, won’t be back for a few minutes)

one word: trigger
or
2 more words: wire repeater

how am I supposed to do that when it requires 2 blocks per pixel(One for regular, one for changing the text) and I have 196 pixels??

so channels. doing math 2*196=392

392*0.5=196% memory. Each block takes 500 memory (0.5%)

so less pixel cause ya no way you got that much memory

Quick math: it would have to be 9x9 = 81% memory, but that’s really small for a snake game.
Other 20% for other mechanics

so 9x9=81 pixels and one pixel = 1% memory so your limit is with mechanics 8x8 with trying to limit memory 9x9 would be max

1 Like

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!

1 Like