I am making a randomly generated maze game, where each “tile” is made like this:
I need 1 lifecycle for the start of the game, and a trigger for each “tile”:
And Then the barriers that make up the walls:
(5x5 terrain is a tile)
2 of the barriers can be activated, or the other 2 can be activated:
or
the problem is, each tile takes up > 500 memory, which is 0.5% of the total memory. Doing some math, I can only do a 14x14 “tile” maze, which isn’t very big.
Is there a more memory efficient way of doing this?
wait, just have pre-built mazes, have the number generator choose a random pre built maze, and have the all the mazes hidden on start, until the random number unhides them
That could work but wouldn’t that also use a lot of memory
plus I think @ModerateCape86 wants the mazes to be random everytime so that way people always have a challenge
I was thinking you could have multiple randomizers, in one trigger block, then, have the barriers, receive on multiple channels at once, but remember these are just ideas.
And you if you really need it, you can remove the variable, saving some blocks