Author Topic: SyjSand, my take on falling sand. Pressure talk. (V10 out!) (ask for file)  (Read 2181 times)

Wow, I though this had gone a lot longer since I last replied.
Welp, bumping anyway, because I'm adding dan-ball like pressure!

1. Ephailtes has said it on occasion.
2. I can give you the link if you haven't found it already but want it.
Haven't found it but want it.

Haven't found it but want it.
I'll pm it to you.
After you play it tell us what you think.  :cookieMonster:


Give it to me
stuff, I should have saved the longish message I just wrote out to Freeze.
 :cookieMonster:
Welp, I'll send it too you too.
After you play it tell us what you think.  :cookieMonster:

Oh, I love falling sand.
I'd like to play it.


I'll pm it to you.
After you play it tell us what you think.  :cookieMonster:
I thought you mean't a link to Ephi saying the rule. :I
I knew where the game was. I'll go play it now tho.

People still don't seem to understand the fun part of the game is supposed to make elements, and instead tell me how they don't like how elements interact, when, in reality, I'm just going to tell them that they can change it if they like.
Oh, I love falling sand.
I'd like to play it.
yeah I sent it too you
It's decent
yay mediocrity!
I thought you mean't a link to Ephi saying the rule. :I
I knew where the game was. I'll go play it now tho.
oh

Over at the other topic, the main one at the FSG forums we've been discussion how to calculate pressure, and how Dan-Ball's powder toy calculates it's pressure grid.
If anyone has anything they'd like to input on the subject of computerized two diminsional aerious pressure calculation, please do inform.
Also, version ten came out yesterday, it adds another property to elements that's required the element.txt file now, along with, obviously, an updated elements.txt file.
And once again, the point of this game is to mod it, not to play with the like, ten, default elements.
And, finally, bump.

Heh, I used to play falling sand, still have it on my computer somewhere.

Link?

I could try this. :o
Link plz.

Time for another bump I suppose.
Anyway, I sent the game to both of you two (last two posters) yesterday after you replied.
On a different forum I posted this modding guide:
Quote
Modding works like this...
To make an element, add a line like this to the elements.txt file:
element <name> <red color> <green color> <blue color> <weight> <spreads or not 0/1> <matter type 0/1/2 for gas/liquid or powder/solid> <miliseconds before element interactions> <show in element scroller 0/1>
To make an interaction happen add this line to the file:
interaction <triggering element> <type "within"/"offset"> <radius/offset x> <radius/offset y> <element to search for> <searcher element replacement> <found element replacement> <percent chance>
Alternatively you can give your interactions trigger names like so:
namedinteraction <name> (the add on all the same arguments for a normal interaction)
Which you can set things to happen when a trigger is activated like so:
ontrigger <name of trigger> <replacement element> <offset from interaction source to place element x> <offset y>
Icons for an element are always found by this path:
<exec directery>/media/custom/<ELEMENT NAME>.bmp
So you you're making an element named "hello" the icon for it would be found at:
<exec directery>/media/custom/hello.bmp
But elements don't need icons.