This guide is so overbumped, if thatās a word.
Nice guide! It looks like it took a lot of effort.
I know that this came from polls and is not completely factual, but I disagree with the sentry being in the top 10 worst devices. I like using sentries and theyāre useful for a lot of games with battles and challenges. Plus, you can do more than just make them fight you; they can be on team 1, so that they fire at enemies or just stand there as NPCās if you donāt have the season ticket. I think that there are a lot of uses for sentries and they are good devices to have in games. I guess they might take up a lot of memory, but even having a few is nice.
My Opinion on all of these
By Bardy.
Worst Devices
#10: The Trigger
Well, I canāt seem to agree on this one. Itās one of the more simple ones [imo] The hardest option I could find was the amount of times this could be triggered. The only place I see where you could come to this conclusion was the trigger loop. Which with practice doesnāt become too hard.
#9: The Checker
Same here, the hardest I could find was the Pass Condition which only applies to when checkers has 2+ checks. Itās task is simple: check the value of a property, score or, an item. The only place where I can agree with you here is with the property. Because the checker breaks with property fsr.
#8: The KO Manager
100% agree. It only applies to one type of game + not needed too much because 90% of the time, you can use all KO tasks with just 1 of these devices.
#7: Inventory Item Manager
Same ig :(
The manager manages items, but not a WHOLE lot of games uses items, let alone a device to manage them, so yeah ig,
#6: Wire Repeater
Yeah. The repeater method used in this device is 10 memory less than the trigger however. The only reason triggers are more popular is because they are able to be stopped and activated.
#5: The End Game Device
Fr. Just transmit on āendgameā and done. In all situations only one is needed.
#4: Sentry
Eh. I agree kinda with the memory thing, but only if the player spams the sentry device.
#3: The waypoint
Yeah. I definitely agree with it to be overused but itās fine to use once or twice.
#2: The Ball
Yes! Even in blastball, it honestly have too many balls! Ps hth thanks for convincing me and others with this one.
#1: [canāt say because itās a SWEAR word]
Tbh not that confusing but ok. Also, yes, triggers are BETTER.
The BEST devices
#10: The Property
Itās simple in and of itself, but itās primary use is blocks and thatās whatās complicated for some users.
#9: Counter
Yes! Iām SO glad this exists otherwise properties that need to be updated need 500 memory to update!
#8: Crafting Table
Yeah! Now we donāt have to use a bunch of item checkers and popups! Now we can use a pretty crafting screen!
#7: The Camera View
So good. Helps people to not see parts of the map that is in progress or something simply not meant to see.
#6: The Teleportal
The teleportal isnāt hard, not too much memory and does 1 thing extremely well. I donāt have much to say, you hit all major points, nice job!
#5: The Game Overlay
Fr. It does so much for you with such little effort.
#4: barrier
Art is what makes it so special though. It has really simple settings and it all comes together so well if used correctly.
#3: The button
Its so simple and has so many cool uses. In my game I have like 20 of them.
#2: text
Nope. 99%.
Canāt get enough of them.
And itās so simple, yet effective.
#1: trigger
Easily the most overrated. But still very awesome due to loops and delay. I donāt know how I would manage without this thing.
conncluson
That is mah opinon. ąømog us is sussy. penguns are yumy. and i did haf of this on mobile so please apreciate my eforts on dis thing.
gib me mah wel desrved tracto
Ps congratnon 9999999 like
but dont say good job to dis repy
say what u thkn
erm mah gramer is vry guud
Overbump Bumpā¦
Ahem-
This guide is 20% factual and 80% opinionated .
""
The next big childrenās book:
The Day the Grammar Police Dropped Dead
Um, ME, thatās who uses it, I wouldnāt say itās the best, but DEFINITELY not the worst, they are mid
Repeater uses
- Used to make a countdown time
- Used toā¦well⦠REPEAT STUFF
- ā¦Aw man I canāt find much uses for it
But that doesnāt mean the repeater is the WORST.
Also I think a popup or button is bestā¦
(Edit: I know what you are gonna say, āWhat about wire repeaters @That_Mysteryā, and I have to say⦠youāre right what about wire repeaters? I donāt even know how to use a wire repeater. To me, wire repeaters are just too complicated, and itās really really reallyā¦REALLY annoying to understand it)
But, hey, thatās just my theory, a gimkit theory.
The argument is a trigger can do everything a repeater can, not a wire repeater (although they can do much the same as well). And because of that and using less memory, repeater = bad.
On the other hand, I like to look at it from the player standpoint, so while I think the repeater is the second worse, Iād say the very worse is the ball (which Iāve already reasoned against a lot in previous posts).
not to get off topic, but my ADHD brain cannot comprehend that this is exactly why the trigger was ranked #1 in best to overuse
same here with the ADHD brainā¦same here
then replace some of them with counters for maximum efficiency! you can see getrithekd has already done thatā¦
The counters are there to set properties, not to replace triggers.
awww. also there is a funny thing where you can replace triggers with notifications/other device with block code, if the triggers are only there for block code.
Idk, I never use triggers in my game, and my games work.
So I would rate trigger mid, and repeater mid
(And about the memory thing, idk why, but whenever I donāt turn on memory and just not look at the memory bar, things are fine, but maybe thatās just me, so I donāt have a problem with the repeater memory thing, So can we stop the thing where the word ārepeaterā is a āswear wordā and that you are "not allowed to say it"because that might offend people who like repeaters, like me.)
I (sorta) agree with the fact that we should stop
but most high quality maps use lots of memory, so using repeaters is BAD in high memory maps. Yes, sometimes high quality maps donāt use much memory.
However, I like to strive to use a whole lot of memory in my game, so if it isnāt up in the 90ās I keep going.
Itās kinda funny, you basically made a guide just like California_Loveās thatās opinionated.
Also, on overuse, you would have to balance out between memory use and physical use. Like hth said, overusing the blast ball doesnāt exactly make the game more fun. But repeaters are also memory intensive as they can use up a lot of memory.
You would also have to take into account skill usage. Iāve seen people saying that triggers are sometimes not very beginner friendly, and that a repeater is better to use. So in that case, itās not good to overuse triggers if they are hard to understand. That goes with almost every device.
And then there are also the times when itās good to use. For art purposes, barriers are a good idea, you can make a lot of good pictures and make the game look like more effort was put into it.
Basically, what Iām trying to say is that this isnāt very objective. Itās more opinionated as people have different priorities on this. Advanced users donāt really think about hard devices. Maybe people who make memory intensive games would think twice about the repeater when the trigger and other devices are available.
Theyāre there for being low memory channel gates.
Bear bumping⢠this because I havenāt done this in a while.
Good job Cali.
This is beautifully formatted, as Iām sure its been previously stated.
I like the way you made everything feel like it pops, via the use of emojis 'n whatnot.
Simply stated: Great Guide.
Worst device to overuse is the barrier device, as they can be confusing for new users because of border color, scope, transparency, and slope jumping. Also, the second worst device to overuse is the ball device, because new users may not be familiar with and not know how to use it. Going with the trend, new users may not know how to use text [see here]. Itās also hard for new users to understand the column prop, as the hitbox is not the same as the image box. And finally, terrain is overused, as new users may not understand how layering works between flooring and walls.
All in all, because new users may not understand all devices, I am overusing those devices.