You read the title, so to start, I’m going to explain how my current rank system starts. It includes (1 KO manager), (1 Lifecycle), (24 overlays), (23 Counters), and (23 Notifications). The lifecycle is set to activate at the start of the game which turns on the first overlay through a wire. Then, a knockout manager (set to sentry eliminations) increases all 23 counters by the use of a single channel. Each counter has a larger target than the last. Once the first counter’s target has been reached, the counter sends a signal on a single channel, turning off the first overlay and activating the second one. With the same channel, it activates a notification immediately once the target for the first counter is reached. This continues on for several more counters, notifications, and overlays, with the channel names for each counter’s signal (the signal to the overlays and notifications) being different from the last. Of course, the overlays show what rank you’re in, and the notifications let you know that you’ve ranked up. The rest of the devices just contribute to the system.
I want to make a more memory efficient way to do this. I’ve been just too lazy to come up with a block code for it. Even when I tried to make a block code for it, it was exhausting. Btw, I just want a ranked system, I don’t want ideas for my game, only for the ranked system, just to be clear. Please help me.
The system:
The first overlay:
…uh…faints
wakes up it looks fine enough, what would your reason be for making it more efficient?
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I said it in the depths of my “essay”
I want to add more things, but the ranked system takes up like 20% of my memory. (I want to make a save file, a better boss fight, and maybe another level)
when they knock 5 npcs they can get upgraded to the next rank
well what about you calculate how much memory those other things you want to add are then we can figure out how to make this more efficient
I have.
Save File - about 16% (I want to save a lot of stuff)
The boss fight - 9% (It’s going to be epic!)
Another level - 19% (Levels take up a lot of space)
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your save file is going to increase a lot if your wanting to save a lot of things since “Save file” is a choice of words for pre set options
‘realizes he forgot to add in the rank of the player for the calculation…’
Actually, I think that’s to be determined because I don’t know how the new ranked system will work.
Actually, it’s going to be a number the player has to remember to get his save file back. I might do something through the new character dialogue device to create it. I just need the season ticket. Anyways, this is off topic, I just want someone to help me come up with a better ranked system so I can do all of that.
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You should use a property system. One property will be your rank, and another will be your level. Whenever one of them updates, update the overlay. But it looks like you’re using specific colors for your overlays, so you’ll have to find a way to also incorporate them in too.
I already have a level system, and I need help with the codes for the new ranked system. Also, I don’t know what the new system will be. I need someone to help me work on this. As I said in the post,
We can make this way simpler.
Basically, we can just use 1 counter, but use a different system of having a “target”.
Behold, the checker! It’ll check if the property equals a level up. We have 23 different ranks (that you don’t start with), with 5 checks per checker, so it will take 4 checkers instead of 22 extra counters. We can then broadcast based on which one is correct.
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I want to use block code, because that means I get rid of a lot more than just the counters, but that works well too. I’ll keep that in mind if we can’t find another way with block code, but I want my screen to look as clean as possible when I walk past it will editing.
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Notifications have block code, so we can use that to send a notification that says what rank we are. We would just have to set a property “rank” whenever we do that so the number correlates the the name.
Removes 22 notifications.
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Btw I don’t think I’ve said this, but congrats on becoming a leader!
And it’s the same with game overlays. We can just change the text based off that same property (just run the text code after completing notification code). Easy.
Removes 22 game overlays.
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What are you asking here? It runs after the notification, based on the “rank” property we set during the notification block code. The block code just sets that property to the text we see.
Also thanks!
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