• 2

    posted a message on Kikbow's Redstone Creations
    As rude as it sounds, I'm tired of amateur creations flooding the front page. I know I'm not helping by bumping it, but I want to vent my frustration. There are many very deserving redstone builders, who seem to get the least attention out of anyone. Hell, if you were to invent some innovative, insane, groundbreaking creation right now, it would be lost under things like this. You're on your way, but certainly not a redstone master...I wouldn't even say 10%...I would say that mostly everybody has a fair share to learn as far as techniques to make things smaller, or more efficient, or user friendly; there are too many variables to "master" it. That's why boolean logic in general has been growing so much since the 1800's. It's a little different, because we're limited to a game that uses cubic meters as it's smallest measurement, but as the history of the game shows, we're always growing.

    Just try to limit your posts to innovative creations that will freshen the air, so to speak; these Doors/TV's/Train stations are getting way old, and frankly, they're boring.

    Sorry to sound harsh, but it's true.
    Posted in: Redstone Discussion and Mechanisms
  • 7

    posted a message on Guess-Who; V2.0 WIP - MASSIVE Redstone Game!
    "Guess-Who?" V2.0


    Hey guys! We're revamping our Guess-Who Machine for user friendliness, and efficiency.

    If you missed V1.0, Check out the Official Thread, or the video demonstration of our maiden game
    V1 Video


    Changelist -

    PATCH V 2.0

    bug fixes:
    -Fixed multiple bugs regarding player picking
    -It is now impossible to select more than 1 player
    -You can no longer make any selections prior to picking your player
    -Made Resetting work at the same time for both players.
    -Made Resetting much more efficient. Reduced delay from about 5 seconds, to about 1.5 seconds.


    new features:
    -Redesigned attribute guessing. Instead of cycling through, one simply presses a labeled button, and hits send. For example, there is a grid of 24 buttons, all labeled (diamond helmet, gold chesplate, etc.). If “Gold Chestplate” is pressed, followed by “send” you have asked your opponent if their character is wearing a Gold Chestplate.
    -Added a correct guess rewards system. If a guess is made, and comes back correct, you get that item as reference. Each player will be described by what it’s wearing, and as you get correct guesses, your inventory fills up with what they’re wearing, so you can easily check your inventory against the player descriptions to narrow down to your opponent. This makes the previous UI multidimensional; you can either use the traditional redstone torches to eliminate possibilities, or the gear system.
    -Added a win reward system. If you win, you get a diamond, and if you lose you get coal.
    - Redesigned the screen. Simplified the layout, and made it more efficient in conjunction with the new grid based attribute selection.



    achievements:

    -Built V2 by hand; world edit was not used.





    This is WIP, so for now we just have some screenshots of what we've done by hand in the past few days.

    Overview -

    User Control Area -

    New (easier to use) attribute guessing -

    Player Controls -

    "Correct Guess Reward" dispenser array -

    Win/Loss Detection -

    Sound Events -

    Character Description Layout -

    New "hint" system




    Pixel art as of the 6th
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Extending Repeater Distance by 2 blocks
    Quote from skyreah

    I'm not sure I understand what you're saying. You can make a repeater give out 17 blocks of energy? Unless you mean by putting a block in front of it.


    Sorry for not being very clear

    What I mean, is that I've found a method to start the repeation (if that's even a word) 17 blocks away from the start.

    basically, 15 blocks of power, then a solid block, then repeater, another solid block, then redstone. The new power source should be 2 blocks further than it would normally, and would save a few ticks in very long wires, and may prevent very close signals from dying out early.

    EDIT: Here's what it looks like

    traditionally, the new signal would start on the repeater, but instead, it starts 2 blocks in front of it.
    Posted in: Redstone Discussion and Mechanisms
  • 11

    posted a message on Color display with 100 storable frames of ROM - Animatable!


    Using a counter as a video codec, one can program a 6x6 color screen to play animations, or store up to 100 still images.

    Complete with a large digital frame indicator.


    DOWNLOAD - http://adf.ly/4F2Yf

    Created by Asdjke and Chillybeef

    Other Creations by us:

    Guess-Who

    Two Signals Down One Wire



    Redstone Engineer Pack (not yet updated for 1.0)
    Posted in: Redstone Discussion and Mechanisms
  • 2

    posted a message on [16x][1.2.5] Engineer Pack (WIP)(Simple) V2.0
    Quote from sexy_boy

    LEAVE! NO MOAR SIMPLE TEXTURE PACKS! ARGHHHH!@!


    This isn't a "simple" texture pack...it's a texture pack optimized for creating colossal redstone with ease of organizational structure

    Some may find this misleading; I guess it takes a redstone engineer.
    Posted in: Resource Packs
  • 1

    posted a message on One wide way to transmit two signals down one wire
    Quote from btwsupporter

    no matter which button you push, the end result is the same, whats the point? perhaps a demonstration of how this can be used would be helpful. Although, the sticky piston-wool-redstone torch thing on the left gave me a great idea on how to fix a problem ive been having, thx.



    It seems some people are confused. This actually uses a 1 tick pulse for 1 of the inputs, so that they are actually seperate, yet use 1 line of redstone. It's actually very helpful for transmitting multiple signals a long way, down 1 line

    Basically, each input goes to it's corresponding output through 1 line.
    Posted in: Redstone Discussion and Mechanisms
  • 1

    posted a message on Piston Based RAM with 0 tick delay
    Here is (what I think to be) an instant RAM design

    It is in the form of edge triggered D flip flop

    EDIT: Sorry guys, must've adf.ly'd the wrong link


    here's the YT link, I meant to shorten the DL, which I overlooked

    DL to a bit: http://adf.ly/2kmVp

    Posted in: Redstone Discussion and Mechanisms
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