FYI, if you have a node with two inputs and at least one output (more than one is better), you can make an infinite loop. Sadly I have only found OnKill outputs on nodes with multiple inputs. An OnHit output would be bonkers. I linked a mine node to itself, with a For(2) node in between, so every time a mine killed an enemy, two more mines got spawned.
Paying attention toyour executors is helpful. When you attach the onHit from a splitPing to forBytecoinInRange then Collect, it is the enemy that collects the byte coins, not you, since the onHit makes the _enemy_ the executor of Collect!
OMG thank you for playing our game. And how cool that you like it. As an indie we are so thankful for such a unplanned and unexpected christmas gift. Merry X-mas to your community from ByteRockers' Games!
This is very interesting, thanks bringing it to my attention. Sounds a lot like Bioprototype to me, or whatever its called now after that hostile takeover by the publisher
It is still called bioprototype, and it wasn't a hostile takeover by the publisher, it was the publisher getting banned off steam for doing the classic "if we give you a review code you have to give us a positive review" shenanigans.
@Lordrockerkiller Ah okay. Thanks for the info. I heard something about the publisher making a rip-off clone or something with the same name. Didn't know they got banned at all. The devs are self publishing now?
If you want to learn programming, PLEASE do a series on Farmer was replaced. It is like an idle programming game where you write your own scripts in python
Would it have been possible to take off the ApplyDamage(42dmg), put the SpawnMine(10dmg;2nm) in its place and link that to Infect() on the upper chain to spread infection to any enemy hit by mines?
The only thing that I can think of that would be a issue other than the potential lag is whether or not the game will allow you to tie two tick chains to the same final action.
@@anastacius2696 The first image on the Steam page show them doing that... and I wouldn't be surprised if you could chain some outputs into its own input. Ex OnTick -> PingNear -> On Hit -> (self) Will try to get that setup when home from work.
For your first, it would just try to infect every infected, which obviously doesn't do much. Instead, foreachinfected into a ping into an infect. Could also swap ping for an eachinarea, but it requires them to clump up a bit
@@techwizsmith7963 Well, I did notice the Infection wear off, so I assume infecting something that's already infected would just reset that timer... thus ForEachInfected -> Infect would just make the infections permanent
I like the idea that you the hacker is hacking so well that you have to nerf your own mines process to stop the computer from accidental DDoS
FYI, if you have a node with two inputs and at least one output (more than one is better), you can make an infinite loop. Sadly I have only found OnKill outputs on nodes with multiple inputs. An OnHit output would be bonkers. I linked a mine node to itself, with a For(2) node in between, so every time a mine killed an enemy, two more mines got spawned.
First picture on the steam page shows off both a PingNear and PingRandom with two inputs and an onHit output... might be old pictures tho.
Paying attention toyour executors is helpful. When you attach the onHit from a splitPing to forBytecoinInRange then Collect, it is the enemy that collects the byte coins, not you, since the onHit makes the _enemy_ the executor of Collect!
OMG thank you for playing our game. And how cool that you like it. As an indie we are so thankful for such a unplanned and unexpected christmas gift. Merry X-mas to your community from ByteRockers' Games!
downloaded the demo last night and it’s giving me all the good brain chemicals!
Maybe SHENZHEN I/O would be something you would enjoy. It's older and no suvivorlike, but you got to use your brain and build awesome stuff
Wait a sec… that top island, is that the Matoran language from Bionicle?!
Sure is
@@elmok I'd have to agree.
I think the south west area is Digimon script as well. 2 easter eggs I did not expect :P
Oh, this one looks amazing. Thanks for letting me know about it :)
This is very interesting, thanks bringing it to my attention. Sounds a lot like Bioprototype to me, or whatever its called now after that hostile takeover by the publisher
It is still called bioprototype, and it wasn't a hostile takeover by the publisher, it was the publisher getting banned off steam for doing the classic "if we give you a review code you have to give us a positive review" shenanigans.
@Lordrockerkiller Ah okay. Thanks for the info. I heard something about the publisher making a rip-off clone or something with the same name. Didn't know they got banned at all. The devs are self publishing now?
Devs self-published a sequel called Bioweaver that is entirely legitimate I think.
@@wanderbots They're also planning to re-upload Bioprototype.
Infected chain laser mines sound terrifying. Basically infected spawn mines when mines explode they infect something else with a laser.
This looks interesting and fun!
If you want to learn programming, PLEASE do a series on Farmer was replaced. It is like an idle programming game where you write your own scripts in python
"Cat"... my friend, that is a skunk, which is why she has a stink aura =P
you should try "The Farmer was replaced" as an easy intro to python coding and playing games at the same time.
and automation/idle game
Ayy, not sure if you saw my comment the other day suggesting it or found into it yourself, but glad you did!
it has Thai baby!
Very neat
Would it have been possible to take off the ApplyDamage(42dmg), put the SpawnMine(10dmg;2nm) in its place and link that to Infect() on the upper chain to spread infection to any enemy hit by mines?
yess that should be possible °°
The only thing that I can think of that would be a issue other than the potential lag is whether or not the game will allow you to tie two tick chains to the same final action.
@@anastacius2696 i tested it quickly on itch and it worked for me, i do remember that not being possible at one point but it seems to be as of now
@@anastacius2696
The first image on the Steam page show them doing that... and I wouldn't be surprised if you could chain some outputs into its own input.
Ex OnTick -> PingNear -> On Hit -> (self)
Will try to get that setup when home from work.
Man, I'm already buildcrafting in my head. What if you plugged ForEachInfected into Infect's second input, or into a Ping which outputs into Infect?
For your first, it would just try to infect every infected, which obviously doesn't do much. Instead, foreachinfected into a ping into an infect. Could also swap ping for an eachinarea, but it requires them to clump up a bit
@@techwizsmith7963
Well, I did notice the Infection wear off, so I assume infecting something that's already infected would just reset that timer... thus ForEachInfected -> Infect would just make the infections permanent
Your members first thing might sort of broken not sure. It says members first today but im not a member.
That being there indicates that members saw it earlier than others, that is intended behaviour.
@@Jestre1 Ok thanks!
Noita is kind of the same sort of. It can get very funny
52:37 could he have have looped the pingbytecoin (510 deal) into itself using foreachunitinrange to make it infinitely chain around byte coins?😂
looks interesting, but the level/gameplay itself looks lacking
Yep, you shoud learn how to code
wow no comment
if you like the skill programming of this game you might like W.A.N.D. project!