Also I think it's better if you respond to your own post than to create a entirely new one when you post progress so that everything will stay together, thanks
i just looked through the archives of my laptop and found this chaos i made earlier its so bloodly chaotic idk how the electrons are able to reach the circle in the end
Yeah, I think the rules is that the particles must be present at the same time in the chamber, so there is a lot less chance when they go all in the same direction, also the faster they go the lest time they spend in the chamber...
Your build looks very cool at least! And still really readable I think
actually i found why your's is smaller than my box
you clipped way more pipes trough each other, though i can see my discovery of shoving particules on the outside of the collision chamber was used there too
I have been trying for a long time to do like a tree shape with a lot of collision chambers on top and at the very bottom of the tree it releases ultimions
though honestly on that challenge. i will not prioritize compactness. but will mostly try. like with my octogon earlier which is not the most compact but most beautiful
I always wanted to find a design that uses the slight randomness that particle can have at the exit point of a small pipe, to split them between path that need them both for example. Maybe that could be inspiration for you?
Ok, I think I'm misremembering things from an early version where that did happen, and I was on the fence about keeping or not. It introduce randomness but that could be cool in this settings. Anyway as a second idea, you can use small turns to change exit depending on velocity, it can probably be a lot smaller than the usual branch.
Okay, this is a genious thing, but I think I will need to rack my brains to find an interesting or aesthetic thing to do with this, but I keep in mind this idea
So basically, I just found a new way to know if a particle is fast enough to pass the branch : when it is fast enough it will go to the upper level. I know that with those exact position of boosts it works but there may be other possibilities. Anyway, I share this because I think this way could help spare some space if well-used
Hi! As the game has started as a jam game, modding was not really thought about. It's a Unity game so it is doable to decompile the C# and modify it, but it can be a lot of work.
I could be convinced to go digging for the original game sources and share those if there is enough interest, but tbh i don't think there is much of a community that play this game that I know of, just a few people that did get into it for a while. But maybe I'm missing a private community? Idk
I would love to make another game inspired by this one but more ambitious, I tried to at the time but as always it's hard to launch into a multi-year project when you are not sure people will be there to play it at the end, so I moved on to smaller project
In my opinion, at the beginning of the game there was a pretty cool community, but because of lack of things to do they all left little by little... But for real I'm sad to see that such a good game is like,played intensely for some days and then left,while there is so so many possibilities to add to add lifetime to this game (new particles, new blocks, etc...). That's why , in my opinion, modding could be beneficial for the game
I agree, I think modding could add a lot to this game. I found it a couple days before today and after playing around for an hour my first reaction was "I wonder if this game has mods?" there are so many cool things to do with this game and I think that modding could add a lot
hi, just saw this comment again, is there somehow an "active" community for this game? where? I saw your absolutely gorgeous designs a few month ago but not much more
wow that is so gorgeous! love the design and your "twisted" setup with crossing switch/accelerator is really cool and even if it's unconventional, you made the path looks pretty clear!
yeah, I'm also glad that I got the idea that if a particle direction is mostly perpendicular to a pipe, they don't interact, so I didn't need to put a "bridge" type of pipe to cross an existing path, like you often get in games like that
I used a couple of time the neat mechanic of the Chamber. the chamber is actually 3 tile tall, and if you pass stuff trough the tiles above and below the side entrace, they will actually align in the chamber. it work also in diagonal so yeah- for those who still play this, here my most compact design so far, along with some explainations! (it make Ultimium btw.)
Edit: Oh you can see on the bottom left chamber, an electron getting aligned like what i said earlier!
i didnt noticed until i checked the pics. this technique also helps not have weird bumps in your loop
PS. you see the brakes beside the Electron spawners, theyre just my switch off, i move the spawner on them when i needed to work on a section
Thank you for sharing your BOX! It's pretty cool to see very creative ways of exploiting the mechanisms of the game, I knew that having relaxed rules around particle motion could lead to cool setups, and you delivered!
It won't be the last one. Next would probably be a system that is the most hexagonal possible. BOX was originally susposed to be only loops that enter the square of the grid, and only Tubes could pass between the Squares outlines, it turned out to be the most compact ultimion maker i ever made
a 15 square Mechanism.
(it wasnt susposed to be compact which is ironic).
BOX wouldn't have been possible without the Ability to overlap the elements constituing the Accelerator. It make the building neater and looking safer.
A good idea to what to add may be to add somesort of mix between the curved pipes and straight in the sizes of the Curves, basically the Straight will only be input while the curve will only curve towards the exit of the straight
Sorta like a backward Loop exit diverger but with differents sizes. maybe along the way the other sides for the divergers as well aka mergers
This game has 5 stars from me so that it can grow/evolve into something so awesome and scientifically accurate that learning about this stuff would be a breeze.
i find it interresting, clean design probably as some colision issues, but i dont think its smaller than my box, from what i estimate Yuenan Design is 3.1 square high (because of the bottom circuit) and 5.5 wide
The Box was a perfect 3x5, but alrought neat design Yuenan
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And here it is
honestly my favorite part is the Hadral tube, it criss cross so manytimes
cool
thanks, i procrastinated a lot before finishing it XD
and here it is before the OOH SHIT I PLUGGED THE HADRAL PIPE ON THE WRONG CHAMBER xD
only the Fermillion is left!
here its what i have so far
I completely forgot about this. i did continued my tree just saying, just forgot to finish it
update. Xekion is ready for the tree of fusion
fr this is gonna be lit !
that's looking super cool already!
Also I think it's better if you respond to your own post than to create a entirely new one when you post progress so that everything will stay together, thanks
too lazy to do so XD
i think i should've centered the loop- im wayy too much to the left
i just looked through the archives of my laptop and found this chaos i made earlier
its so bloodly chaotic idk how the electrons are able to reach the circle in the end
alright im on my way to make the tree of fusion
Update: urg.... im confused on how i proceed currently XD
Yeah, I think the rules is that the particles must be present at the same time in the chamber, so there is a lot less chance when they go all in the same direction, also the faster they go the lest time they spend in the chamber...
Your build looks very cool at least! And still really readable I think
wait a minute how did you do smaller- even my BOX a year ago which (does work all the time) and is 3*5 rectangle
honestly idk lol, I guess this is because I tried to fill every blank (especially at the bottom of the square) but it's possible to do smaller
actually i found why your's is smaller than my box
you clipped way more pipes trough each other, though i can see my discovery of shoving particules on the outside of the collision chamber was used there too
Alright that's it
im going to make a new router. anyone has a form or idea you want me to try?
I have been trying for a long time to do like a tree shape with a lot of collision chambers on top and at the very bottom of the tree it releases ultimions
though honestly on that challenge. i will not prioritize compactness. but will mostly try. like with my octogon earlier which is not the most compact but most beautiful
I always wanted to find a design that uses the slight randomness that particle can have at the exit point of a small pipe, to split them between path that need them both for example. Maybe that could be inspiration for you?
mind to show me how to do that randomness? so far in my tests im unable to replicate it
Ok, I think I'm misremembering things from an early version where that did happen, and I was on the fence about keeping or not. It introduce randomness but that could be cool in this settings. Anyway as a second idea, you can use small turns to change exit depending on velocity, it can probably be a lot smaller than the usual branch.
here is a branchless example that manage to accelerate particles anyway
Okay, this is a genious thing, but I think I will need to rack my brains to find an interesting or aesthetic thing to do with this, but I keep in mind this idea
So basically, I just found a new way to know if a particle is fast enough to pass the branch : when it is fast enough it will go to the upper level. I know that with those exact position of boosts it works but there may be other possibilities. Anyway, I share this because I think this way could help spare some space if well-used
ohhh the speed randomness. though honestly im not really open to open loops... (as previous designs shows)
i may have an idea. though its a bit unconventional from my designs which usually are closed loops all the time
Hey NuSan, do you think this game could be moddable? It could help people bring new content and push limits even farther
Hi! As the game has started as a jam game, modding was not really thought about. It's a Unity game so it is doable to decompile the C# and modify it, but it can be a lot of work.
I could be convinced to go digging for the original game sources and share those if there is enough interest, but tbh i don't think there is much of a community that play this game that I know of, just a few people that did get into it for a while. But maybe I'm missing a private community? Idk
I would love to make another game inspired by this one but more ambitious, I tried to at the time but as always it's hard to launch into a multi-year project when you are not sure people will be there to play it at the end, so I moved on to smaller project
Anyway, thank you a lot for liking this game!
In my opinion, at the beginning of the game there was a pretty cool community, but because of lack of things to do they all left little by little... But for real I'm sad to see that such a good game is like,played intensely for some days and then left,while there is so so many possibilities to add to add lifetime to this game (new particles, new blocks, etc...). That's why , in my opinion, modding could be beneficial for the game
I agree, I think modding could add a lot to this game. I found it a couple days before today and after playing around for an hour my first reaction was "I wonder if this game has mods?" there are so many cool things to do with this game and I think that modding could add a lot
i really enjoyed this game, but i kinda wish there was more to do.
I can see that, it's because it's basically a gamejam game so the amount of content is pretty limited
But it's open ended so you can make your own challenges, check Geoworks designs bellow for some cool examples!
Anyway, thanks for enjoying this game!
Big thanks to all geniuses who post their projects, they are all beautiful
fun how this game is more active than your more recent ones, nusan
hi, just saw this comment again, is there somehow an "active" community for this game? where? I saw your absolutely gorgeous designs a few month ago but not much more
i am not sure but im quite sure there is still a couple (around 10ish ig?) who still play this game from time to time
Also Warthunder just eating my soul made me forget about this XD
I think a mobile version could be fun.
Very fun game, thanks for making it! :D
This game is very fun
And as promised, i shall present to yall my newest design: The Octogon
im using part of my outer lines tto move the axion from the bottom right to the top left. Sadly this concept is less compact as thy Box
wow that is so gorgeous! love the design and your "twisted" setup with crossing switch/accelerator is really cool and even if it's unconventional, you made the path looks pretty clear!
Which was just me trying to find a way to dump the elements into another sector, yet again its all thanks to the fact i can overlap pipes
yeah, I'm also glad that I got the idea that if a particle direction is mostly perpendicular to a pipe, they don't interact, so I didn't need to put a "bridge" type of pipe to cross an existing path, like you often get in games like that
does this have every particle created?
technically yes since you need them all to make the ultimion
Thy BOX
I used a couple of time the neat mechanic of the Chamber. the chamber is actually 3 tile tall, and if you pass stuff trough the tiles above and below the side entrace, they will actually align in the chamber. it work also in diagonal so yeah- for those who still play this, here my most compact design so far, along with some explainations!
(it make Ultimium btw.)
Edit: Oh you can see on the bottom left chamber, an electron getting aligned like what i said earlier!
i didnt noticed until i checked the pics. this technique also helps not have weird bumps in your loop
PS. you see the brakes beside the Electron spawners, theyre just my switch off, i move the spawner on them when i needed to work on a section
Thank you for sharing your BOX! It's pretty cool to see very creative ways of exploiting the mechanisms of the game, I knew that having relaxed rules around particle motion could lead to cool setups, and you delivered!
It won't be the last one. Next would probably be a system that is the most hexagonal possible. BOX was originally susposed to be only loops that enter the square of the grid, and only Tubes could pass between the Squares outlines, it turned out to be the most compact ultimion maker i ever made
a 15 square Mechanism.
(it wasnt susposed to be compact which is ironic).
BOX wouldn't have been possible without the Ability to overlap the elements constituing the Accelerator. It make the building neater and looking safer.
A good idea to what to add may be to add somesort of mix between the curved pipes and straight in the sizes of the Curves, basically the Straight will only be input while the curve will only curve towards the exit of the straight
Sorta like a backward Loop exit diverger but with differents sizes. maybe along the way the other sides for the divergers as well aka mergers
The game does not work for me.
Is the game only for 64 bit systems?
fucking amazing game
my particles are flinging themselves out of my accelerator at 1000m/s. I need them to be 1200m/s. this is an issue.
you need to have bigger bends to prevent that,
Could you please have a browser version
Or make a compatible version for Chrome OS (not the Linux mode though bc not everyone has the know-how to run a Linux program on Chrome OS)
well sys76 makes linux laptops so even people without knowledge of how to installm linux can use it
cool game👍
Panzer VIII Maus time!
also guys HAPPY 1 YEAR and 7 day!
I am really looking foard to your game!
also guys HAPPY 1 YEAR and 4 day!
I am really looking foard to your game!
More sound and a way to pause stuff please
and also this game is lit
This game has 5 stars from me so that it can grow/evolve into something so awesome and scientifically accurate that learning about this stuff would be a breeze.
Every element from Electron to Ultimion are in this thing, with each 1 of every kind.
Sometimes i ask what i do
I just made a Graviton lamp I guess. Really satisfying game btw
the game is usually fun to play but i have minus point i have to mention
1- The game should be able to be windowed, and not fullscreen without a way to change it
2- its lag when reaching 190 particulles, probably bc of my shitty pc.
SUggestions:
More element/Building blocks
maybe make the Ultimion rainbow (Change from red to Purple and etc.) so its would more fitting for its Ultimate Particule thing.
make the freeplay maybe endless instead?
very well thought out and interesting game
I made an optimized full process that can generate Ultimion and store in a speed-preserved confinement
Very nice and compact design! Thank you for sharing!
i find it interresting, clean design probably as some colision issues, but i dont think its smaller than my box, from what i estimate Yuenan Design is 3.1 square high (because of the bottom circuit) and 5.5 wide
The Box was a perfect 3x5, but alrought neat design Yuenan
Circuit i made very quickly as a draft, i call it wackium trap cause all the wackium ends up on the very same collision chamber loop that made them
i like it a loot
is there gonna be more to this?
This is incredibly fun!
It was so much fun! I would definitely play version with more missions.
Some thoughts I had during playthrough:
Here is my circuit. It is really pleasing to see loops design become more efficient overtime :)
But It's not really clean circuit haha :D
i see everyone had the hadron problem, i think a 50/50 go through would be nice