The Atoms of Gimkit

Stock can be for a limited amount of cash upgrades in tycoons…

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Lifecycles + Relays can be approximated using a global property, that is considered changed on game start, and broadcasts on message “idk” when it’s changed. This property can be completely unused.

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This uses 10 memory, but takes up 1/128 properties (however, in a normal game you would probably not be using all 128 properties).

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In MOST games you wouldn’t use more than 100, unless your map is close to 100%.

Yep, so this quick memory save can be pretty useful!

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I want to see where you’re going with the atoms… I think I know, but do elaborate.

I was bored, watched the complete history of the A Button Challenge (amazing documentary btw), and thought, “huh. What would be the Gimkit equivalent of this?”

Oh. So you’re not going to take this anywhere… this is not useful or practical, but intriguing.

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What if you tried making a game with all these device systems?

Or a demonstration. That would be fun!

We could compile how much memory each device system takes up (including blocks and wires), then see which ones we could substitute!

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Maybe this’ll get a reference in a meme video (I’m hoping for gimvengers v. green fish), like how the ABC got mentioned heavily in speedrunner Mario v. Melee Fox.

That’s almost word for word what I was typing!

Property and counter takes up more than a relay does, but a property broadcasting on game start doesn’t.

Using PCPs, you can have 638 or more properties! There are 512 counters, and there are about 70 items.

I still don’t understand pseudo-properties.

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The counter stores a number, right? To extract that number, you can make it update a property. So if we increment and decrement the counter, then the stored number will be shown in the property.

If @mysz doesn’t understand something, it is really complicated.

(I don’t either)

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I’ll edit the pseudo property guide to show a demonstration.

But that still only counts as one property, right?