Old Game
Just moved the Animation to the center so the wires didn’t intersect as much. Typically when 2 or more behaviors are connected to a single one like this I try to put it in the middle.
Once again slight reordering of things. Changed the input for the Emit so there is no longer intersecting wires
Made sure they matched on the X-axis. The Y-axis is less important and I often move things so wires aren’t as hidden.
This is actually fine. A backward wire like this with plenty of space is ok because otherwise the code would be long and need to be zoomed out to view all of it, which shouldn’t be needed for such a small piece of code.
Also, only the X/Y output from the Proximity needs to be connected.
Backward wires here that should be straightened
Backward wire and intersecting wire here.
Overall it’s pretty good. The main thing I’m looking for is larger pieces of code because that’s usually where most issues happen.
New Game, in the works
Pretty good things seem decently bundled
Just put everything into a bundle with a small reorganization to remove intersecting wires.
(Btw, they really aren’t that big of a deal, but I’m just applying every step in the guide)
Also, I’m assuming the “C” to take 25 damage is there for testing.
This is… It’s not horrible, and it’s a good sign that you’re using expressions like A - B 0? etc.
There’s also an always there that I’m assuming is meant to be connected.
So I gave the Logic Gates a little more space because the wires felt a little clustered. I left the NAND where it was with the 2 backward wires because if I moved it forward it would block many of the wires, causing much more confusion.
Also, the main cause of Backward/Intersecting wires is from the Keyboard, so I looked into what could be done about this.
I applied what I like to call “Bottle Necking” to it, so I moved both “Flips” to the end of the code and expanded from there. Originally it was expanding from the base, but I changed it to be a little bit more of an hourglass shape.
The Bottle Necking/Hourglass (trademarked) often lowers the wire count and makes things much more readable because it follows a direct path instead of spreading wildly.
Bundled this separately because it felt like a slightly different system and because it also made things visually easier.
Here is the importable for it
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Somewhat newer project
I have no idea why I got Deja Vu from this lol.
I avoid wires that almost seamlessly combine with each other. Also backward and intersecting wires.
Reorganized it to remove backward intersecting wires, as well as make it more straightforward in what is happening.
I also added another custom bundle I like to call the Input Limiter.
This is the Input Limiter, it allows for up to 200 1-framed actions before it adds a delay. This is to help with lag and prevent a seemingly endless loop.
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Slightly rearranged things and added the Input Limiter (set to 6)
I mean, got it to finish in 6.8 compared to 7.8 seconds. It’s only slightly faster due to more lag spawning in multiple objects. So in a real game, you would not do this, but if you only cared about speed or weren’t spawning things it would be “more effective”