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%.

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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.

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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?”

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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?

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Or a demonstration. That would be fun!

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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.

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

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

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

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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.

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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.

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But that still only counts as one property, right?

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