Introduction
A while back I made a game in Halo Forge called Knock Off. You basically got a warthog and tried to ram each other off the edge. Well, I got this idea... and brought it to minecraft. In Knock Off, face in an arena while trying to throw your opponent off the edge. Enjoy!
Map Pictures / Info
Spawn / Map Setting
In this map you can choose how many lives each player gets, and the drop rate of random drops. First, here is a look at the spawn area.
Here is the entrance to the main lobby, you must pick your settings before entering
Here is the settings board
As you can see, you can pick the number of lives, either 1, 3, or unlimited
Also you can change the drop rate from 50 seconds, 20 seconds, or disable
After Picking your settings you continue to the main lobby
Main Lobby & Player Rooms
In the main lobby you have 8 rooms, for player 1-8. Once a player enters the room the door will lock behind them.
Here is a picture of the inside of Player 1's room. They are all identical except player 1 has some buttons to control the game.
Here is a better look at the host's controls
In each room the player has 2 other doors. One leading to the arena which is locked until the host starts the game, and the second door leading to the spectate area which only opens when you are out of lives.
Here is the arean door...
and here is the spectate door...
When the arena door is open, when you walk in you get 3 items.
1.) Wood Shovel Knockback I
2.) Diamond Boots Feather Falling
and 3.) 1 Ender Pearl
Once you receive these items, you're free to drop into the arena!
The Arena & Random Drops
The arena is pretty simple. A couple outer islands with a middle island, the middle island is where the random drops appear.
Here is the spectating window in the arena...
That is about it for the arena, pretty basic. Now onto the random drops. Here are the items you have a chance of getting:
1.) Golden Shovel KnockBack II Fire Aspect I [rare]
2.) Golden Apple [Common]
3.) Apple [Common]
4.) XP (place holder) [Really Common]
...and thats that for that.
Other Pictures
Looking inside the arena from the spectator area
The life system redstone, there are 8 of these... one for every player (diamond blocks)
This looks amazing, my friend. However, there's one tiiiiny little problem I would like to point out:
^^^ In the bottom-left sign "lives" is spelled correctly, but the top signs say "lifes". I know it's just a typo, but I have an irrational hatred for such grammatical errors.
This looks amazing, my friend. However, there's one tiiiiny little problem I would like to point out:
^^^ In the bottom-left sign "lives" is spelled correctly, but the top signs say "lifes". I know it's just a typo, but I have an irrational hatred for such grammatical errors.
Thanks for the feedback, and yeah I noticed that while playing on the map yesterday and changed it, Also, since you know more about redstone than me, I actually have a question. As you can see in this image:
I use a large repeater clock with 3 ticks of delay that goes around, upon reaching the dispenser which drops the random item. Now the random item is a key feature because it gives a player a reason to try to fight over the middle area but as of now usually when I play with my friends I disable the random drops because it makes the game fairly laggy. My question is this... is there anyway to reduce the amount of lag but still have around a 1 minute delay system? I know I could most likely look it up on Youtube but i'm not one for watching step by step tutorials
I use a large repeater clock with 3 ticks of delay that goes around, upon reaching the dispenser which drops the random item. Now the random item is a key feature because it gives a player a reason to try to fight over the middle area but as of now usually when I play with my friends I disable the random drops because it makes the game fairly laggy. My question is this... is there anyway to reduce the amount of lag but still have around a 1 minute delay system? I know I could most likely look it up on Youtube but i'm not one for watching step by step tutorials
Well, I'm not sure how to make it less laggy, but I know how you could make it more compact. Be warned that it could make the game even more laggy. (EDIT: Now that I think about it, this actually might help reduce some of the lag.) Anyway, since your settings for random drops are all in the 1×101 digit, you could run piston tapes on a 100-tick (10 second) clock. Each 1-bit index of the the tape would happen every ten seconds. For the 20-second drop you might as well use a T flip flop, but the 50-second timer could be done with a piston tape holding four glass (or anything transparent) blocks, and a single opaque block of your choice. This represents "00001" which the clock will cause the tape to incrementally index through, like a circular shift register.
Just pick a line to read through, preferably the one directly sequential to the high bit. (1, the opaque block) This will output to your dispensers for the random drop. The timer selection can be done with enablers on the outputs of the tape and t flip flop. It may be a good idea to OR two enablers together for each mechanism, one for the input and another for the output, this could help reduce some of the lag.
Also, I have a nifty little RS NOR latch array I designed awhile back that allows for only a single button to be active at a given time. If this sounds useful to you, let me know and I'll scavenge through my screenshots. I saw the signs saying "Only Choose ONE option" so I thought it might fix your problem.
Well, I'm not sure how to make it less laggy, but I know how you could make it more compact. Be warned that it could make the game even more laggy. (EDIT: Now that I think about it, this actually might help reduce some of the lag.) Anyway, since your settings for random drops are all in the 1×101 digit, you could run piston tapes on a 100-tick (10 second) clock. Each 1-bit index of the the tape would happen every ten seconds. For the 20-second drop you might as well use a T flip flop, but the 50-second timer could be done with a piston tape holding four glass (or anything transparent) blocks, and a single opaque block of your choice. This represents "00001" which the clock will cause the tape to incrementally index through, like a circular shift register.
Just pick a line to read through, preferably the one directly sequential to the high bit. (1, the opaque block) This will output to your dispensers for the random drop. The timer selection can be done with enablers on the outputs of the tape and t flip flop. It may be a good idea to OR two enablers together for each mechanism, one for the input and another for the output, this could help reduce some of the lag.
Also, I have a nifty little RS NOR latch array I designed awhile back that allows for only a single button to be active at a given time. If this sounds useful to you, let me know and I'll scavenge through my screenshots. I saw the signs saying "Only Choose ONE option" so I thought it might fix your problem.
As for the first part of your reply, i'm pretty sure I know what your talking about and i'm going to try it in a little bit. I was also experimenting with web and noticed if I put 3 web and put a despenser on top, it takes roughly 1m - 1m 10s to pass through the web. I think i'm going to experiment with this a little bit more because it will cause around zero lag since it's nothing really complex. The only downside with that is it isn't always exactly 1 minute but I don't think that would matter that much. I'm going to mess around with both of our ideas.
As for the second part, that sounds really interesting. I currently do use RS NOR latches for the buttons but couldn't figure out how to make it reset the others when activated without resetting itself in the process So yeah if you get a chance post them or message me with them and i'll put it in the map instead of my current system. Credits to you of course
Update: 3/4/13
Adding a Bow w/ Power X Punch X and Infinity I as a random drop. This will be an instant kill/knock off but you only get 1 use before it breaks! So if you miss, sorry. There will be a fairly rare chance of getting this drop
As for the second part, that sounds really interesting. I currently do use RS NOR latches for the buttons but couldn't figure out how to make it reset the others when activated without resetting itself in the process So yeah if you get a chance post them or message me with them and i'll put it in the map instead of my current system. Credits to you of course
My problem with cobwebs is the fact that they're not precise. They're great for RNGs, but not as an accurate timer. Though if your drops being slightly asynchronous isn't a big deal, it is definitely your best option. I do see a problem, however. Since we don't have the nifty perk of combining pressure plates with fence posts, you will need several of these 1-minute timers that activate the drop dispenser, as well as the next timer. Seven of them in a row should be long enough for the initial timer drop to despawn, then the last timer can activate the first and repeat the cycle. Still very small with much less rapid pulsing of redstone conduits.
As for the latches, the solution is very simple, and I was kicking myself for a long time after I finally figured it out. xD The trick is for the button to branch and reset all latches, including the one it is meant to set. This should happen slightly before the latch is set, so delay is needed for that input line.
^^^ Just an overview
^^^ A close-up of the reset lines, note that the reset function takes two ticks on the rising edge at the point of circuit activation. But, the reset line goes low in one tick on the falling edge. You will see why this is important in the next shot.
^^^ Here is the latch itself, one of the faster designs. Look at the left side of this shot and notice the configuration of the repeater. This is your branch that will set the latch. It is set to 3 ticks, but theoretically this mechanism should operate with a 2-tick delayed set input, right? Well that should be correct, but it's not. (It wasn't during the 1.7.3 update anyway. You might try it out at two ticks just for the heck of it.) I initially thought the same thing, and delayed this branch two ticks. It would work sometimes, but not always, very unpredictable. The 3-tick design, as it stands, is the most efficient for this configuration, whilst still being 100% stable. (with exclusion to various bugs/glitches in the game itself)
I think I covered every angle fairly well, but let me know if I missed something and I'll take some more shots. Also, sorry about the rain, I didn't feel like waiting around.
My problem with cobwebs is the fact that they're not precise. They're great for RNGs, but not as an accurate timer. Though if your drops being slightly asynchronous isn't a big deal, it is definitely your best option. I do see a problem, however. Since we don't have the nifty perk of combining pressure plates with fence posts, you will need several of these 1-minute timers that activate the drop dispenser, as well as the next timer. Seven of them in a row should be long enough for the initial timer drop to despawn, then the last timer can activate the first and repeat the cycle. Still very small with much less rapid pulsing of redstone conduits.
As for the latches, the solution is very simple, and I was kicking myself for a long time after I finally figured it out. xD The trick is for the button to branch and reset all latches, including the one it is meant to set. This should happen slightly before the latch is set, so delay is needed for that input line.
^^^ Just an overview
^^^ A close-up of the reset lines, note that the reset function takes two ticks on the rising edge at the point of circuit activation. But, the reset line goes low in one tick on the falling edge. You will see why this is important in the next shot.
^^^ Here is the latch itself, one of the faster designs. Look at the left side of this shot and notice the configuration of the repeater. This is your branch that will set the latch. It is set to 3 ticks, but theoretically this mechanism should operate with a 2-tick delayed set input, right? Well that should be correct, but it's not. (It wasn't during the 1.7.3 update anyway. You might try it out at two ticks just for the heck of it.) I initially thought the same thing, and delayed this branch two ticks. It would work sometimes, but not always, very unpredictable. The 3-tick design, as it stands, is the most efficient for this configuration, whilst still being 100% stable. (with exclusion to various bugs/glitches in the game itself)
I think I covered every angle fairly well, but let me know if I missed something and I'll take some more shots. Also, sorry about the rain, I didn't feel like waiting around.
First off, you can place pressure plates on fences, I think it came out in the 1.8.2 update
Anyway, I built of model of what is in your images and I noticed it does work, hover the signal only stays on for a second before going out. Is there anyway I make this stay on an "on" state?
First off, you can place pressure plates on fences, I think it came out in the 1.8.2 update
Anyway, I built of model of what is in your images and I noticed it does work, hover the signal only stays on for a second before going out. Is there anyway I make this stay on an "on" state?
Well I know that, I'm referring to the update that minimize the hitbox of a fence. It allows drops to fall through a pressure plate on the outside edges. With such a feature, pressure plates will emit like buttons. Also, the specified latch should stay on indefinitely until the mechanism is tinkered with. Could you post some screenshots, particularly close-ups of the reset mechanism and set input?
Well I know that, I'm referring to the update that minimize the hitbox of a fence. It allows drops to fall through a pressure plate on the outside edges. With such a feature, pressure plates will emit like buttons. Also, the specified latch should stay on indefinitely until the mechanism is tinkered with. Could you post some screenshots, particularly close-ups of the reset mechanism and set input?
Yeah you can do that, go test it out. I'm not connected to Xbox Live so I can't get HD ones but i'll send you a message when my iPod turns on with them.
Really liking this, especially the use of redstone for some of the options ( lives and drops). I personally think this is great, wish I can be this good at redstone..
Really liking this, especially the use of redstone for some of the options ( lives and drops). I personally think this is great, wish I can be this good at redstone..
Thanks for the feedback man I really appreciate it! But yeah, I never played the PC edition but used to watch Sethbling and Hypixel on Youtube. (they make PC maps) I always thought how amazing they were at using redstone and when creative mode on the Xbox came out I started experimenting with different things, watching tutorials, etc. After a while you start getting more familiar with the redstone items and what they can and cannot do. I'm still learning a lot about it, for i'm not as good with it as Nose Job up there. He actually has some videos on redstone and how it works on his channel if you want to check it out. Haha, I sort of feel like i'm replying for him saying that but all well. But yeah, keep messing around with it and what not and you'll learn how to use to eventually
Update 3/5/13
I removed my current system of picking the options and replaced it with one Nose Job designed. My old one had faults and required a reset button which is now gone thanks to Nose Job's having a built in reset system
I also redid the drops system, it almost has 0 lag now but the time isn't always exact. I think thats a fair trade though
Update 4/3/13 Added a few more areas in the arena and redid more of the redstone to make it less laggy. Plan on fixing a glitch where you can get through walls with the enderpearl. Still needs a few TU9 things then its done!
Introduction
Introduction
A while back I made a game in Halo Forge called Knock Off. You basically got a warthog and tried to ram each other off the edge. Well, I got this idea... and brought it to minecraft. In Knock Off, face in an arena while trying to throw your opponent off the edge. Enjoy!
Map Pictures / Info
Spawn / Map Setting
In this map you can choose how many lives each player gets, and the drop rate of random drops. First, here is a look at the spawn area.
Here is the entrance to the main lobby, you must pick your settings before entering
Here is the settings board
As you can see, you can pick the number of lives, either 1, 3, or unlimited
Also you can change the drop rate from 50 seconds, 20 seconds, or disable
After Picking your settings you continue to the main lobby
Main Lobby & Player Rooms
In the main lobby you have 8 rooms, for player 1-8. Once a player enters the room the door will lock behind them.
Here is a picture of the inside of Player 1's room. They are all identical except player 1 has some buttons to control the game.
Here is a better look at the host's controls
In each room the player has 2 other doors. One leading to the arena which is locked until the host starts the game, and the second door leading to the spectate area which only opens when you are out of lives.
Here is the arean door...
and here is the spectate door...
When the arena door is open, when you walk in you get 3 items.
1.) Wood Shovel Knockback I
2.) Diamond Boots Feather Falling
and 3.) 1 Ender Pearl
Once you receive these items, you're free to drop into the arena!
The Arena & Random Drops
The arena is pretty simple. A couple outer islands with a middle island, the middle island is where the random drops appear.
Here is the spectating window in the arena...
That is about it for the arena, pretty basic. Now onto the random drops. Here are the items you have a chance of getting:
1.) Golden Shovel KnockBack II Fire Aspect I [rare]
2.) Golden Apple [Common]
3.) Apple [Common]
4.) XP (place holder) [Really Common]
...and thats that for that.
Other Pictures
Looking inside the arena from the spectator area
The life system redstone, there are 8 of these... one for every player (diamond blocks)
And just some pictures of the whole map...
I will be posting more in the future!
_________________________________________________________________
BlockBall
Capture Point
Spleef Map
Knock Off
Thanks for the feedback, and yeah I noticed that while playing on the map yesterday and changed it, Also, since you know more about redstone than me, I actually have a question. As you can see in this image:
I use a large repeater clock with 3 ticks of delay that goes around, upon reaching the dispenser which drops the random item. Now the random item is a key feature because it gives a player a reason to try to fight over the middle area but as of now usually when I play with my friends I disable the random drops because it makes the game fairly laggy. My question is this... is there anyway to reduce the amount of lag but still have around a 1 minute delay system? I know I could most likely look it up on Youtube but i'm not one for watching step by step tutorials
Well, I'm not sure how to make it less laggy, but I know how you could make it more compact. Be warned that it could make the game even more laggy. (EDIT: Now that I think about it, this actually might help reduce some of the lag.) Anyway, since your settings for random drops are all in the 1×101 digit, you could run piston tapes on a 100-tick (10 second) clock. Each 1-bit index of the the tape would happen every ten seconds. For the 20-second drop you might as well use a T flip flop, but the 50-second timer could be done with a piston tape holding four glass (or anything transparent) blocks, and a single opaque block of your choice. This represents "00001" which the clock will cause the tape to incrementally index through, like a circular shift register.
[00001] - [00010] - [00100] - [01000] - [10000] - [00001] - [etc.......]
Just pick a line to read through, preferably the one directly sequential to the high bit. (1, the opaque block) This will output to your dispensers for the random drop. The timer selection can be done with enablers on the outputs of the tape and t flip flop. It may be a good idea to OR two enablers together for each mechanism, one for the input and another for the output, this could help reduce some of the lag.
Also, I have a nifty little RS NOR latch array I designed awhile back that allows for only a single button to be active at a given time. If this sounds useful to you, let me know and I'll scavenge through my screenshots. I saw the signs saying "Only Choose ONE option" so I thought it might fix your problem.
As for the first part of your reply, i'm pretty sure I know what your talking about and i'm going to try it in a little bit. I was also experimenting with web and noticed if I put 3 web and put a despenser on top, it takes roughly 1m - 1m 10s to pass through the web. I think i'm going to experiment with this a little bit more because it will cause around zero lag since it's nothing really complex. The only downside with that is it isn't always exactly 1 minute but I don't think that would matter that much. I'm going to mess around with both of our ideas.
As for the second part, that sounds really interesting. I currently do use RS NOR latches for the buttons but couldn't figure out how to make it reset the others when activated without resetting itself in the process So yeah if you get a chance post them or message me with them and i'll put it in the map instead of my current system. Credits to you of course
Update: 3/4/13
Adding a Bow w/ Power X Punch X and Infinity I as a random drop. This will be an instant kill/knock off but you only get 1 use before it breaks! So if you miss, sorry. There will be a fairly rare chance of getting this drop
My problem with cobwebs is the fact that they're not precise. They're great for RNGs, but not as an accurate timer. Though if your drops being slightly asynchronous isn't a big deal, it is definitely your best option. I do see a problem, however. Since we don't have the nifty perk of combining pressure plates with fence posts, you will need several of these 1-minute timers that activate the drop dispenser, as well as the next timer. Seven of them in a row should be long enough for the initial timer drop to despawn, then the last timer can activate the first and repeat the cycle. Still very small with much less rapid pulsing of redstone conduits.
As for the latches, the solution is very simple, and I was kicking myself for a long time after I finally figured it out. xD The trick is for the button to branch and reset all latches, including the one it is meant to set. This should happen slightly before the latch is set, so delay is needed for that input line.
^^^ Just an overview
^^^ A close-up of the reset lines, note that the reset function takes two ticks on the rising edge at the point of circuit activation. But, the reset line goes low in one tick on the falling edge. You will see why this is important in the next shot.
^^^ Here is the latch itself, one of the faster designs. Look at the left side of this shot and notice the configuration of the repeater. This is your branch that will set the latch. It is set to 3 ticks, but theoretically this mechanism should operate with a 2-tick delayed set input, right? Well that should be correct, but it's not. (It wasn't during the 1.7.3 update anyway. You might try it out at two ticks just for the heck of it.) I initially thought the same thing, and delayed this branch two ticks. It would work sometimes, but not always, very unpredictable. The 3-tick design, as it stands, is the most efficient for this configuration, whilst still being 100% stable. (with exclusion to various bugs/glitches in the game itself)
I think I covered every angle fairly well, but let me know if I missed something and I'll take some more shots. Also, sorry about the rain, I didn't feel like waiting around.
First off, you can place pressure plates on fences, I think it came out in the 1.8.2 update
Anyway, I built of model of what is in your images and I noticed it does work, hover the signal only stays on for a second before going out. Is there anyway I make this stay on an "on" state?
Well I know that, I'm referring to the update that minimize the hitbox of a fence. It allows drops to fall through a pressure plate on the outside edges. With such a feature, pressure plates will emit like buttons. Also, the specified latch should stay on indefinitely until the mechanism is tinkered with. Could you post some screenshots, particularly close-ups of the reset mechanism and set input?
Yeah you can do that, go test it out. I'm not connected to Xbox Live so I can't get HD ones but i'll send you a message when my iPod turns on with them.
Thanks for the feedback man I really appreciate it! But yeah, I never played the PC edition but used to watch Sethbling and Hypixel on Youtube. (they make PC maps) I always thought how amazing they were at using redstone and when creative mode on the Xbox came out I started experimenting with different things, watching tutorials, etc. After a while you start getting more familiar with the redstone items and what they can and cannot do. I'm still learning a lot about it, for i'm not as good with it as Nose Job up there. He actually has some videos on redstone and how it works on his channel if you want to check it out. Haha, I sort of feel like i'm replying for him saying that but all well. But yeah, keep messing around with it and what not and you'll learn how to use to eventually
Update 3/5/13
I removed my current system of picking the options and replaced it with one Nose Job designed. My old one had faults and required a reset button which is now gone thanks to Nose Job's having a built in reset system
I also redid the drops system, it almost has 0 lag now but the time isn't always exact. I think thats a fair trade though
Added a few more areas in the arena and redid more of the redstone to make it less laggy. Plan on fixing a glitch where you can get through walls with the enderpearl. Still needs a few TU9 things then its done!