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Game Builder Garage - Extra Checkpoint Puzzles (41 to 50)

Автор: pbn

Загружено: 2021-07-05

Просмотров: 5407

Описание: 41) Ten-Second Challenge (0:00)
Right now if we press the Y button, it does a punch. If we hold Y, it only punches once.
This does not punch "fast enough" though.

So, connect button to timer, then timer to "Trigger from 0" nodon
Now, when we press (and hold) the Y button, it will punch after 0.01 seconds, and the animation will last for 0.5 seconds (default settings on timer)

This still isn't fast enough but if we set "continue output for how long" to a smaller amount, say 0.01, then when we hold Y, it will punch super fast.

42) Phantom Apple (1:06)
I actually don't understand this one, but the solution is:
teleport A entrance: set to apple
bottom left teleport exit: set to A
connect touch sensor to NOT, then NOT to teleport A input
touch sensor: set to apple
teleport B entrance: set to apple

43) Haunted House (2:51)
Configure the hoop to destroy the tuna. Then we can walk across the touch sensor without activating it (activating the sensor will teleport the apple).

left side: entrance set to B. right side: entrance set to D

note: the left side teleport A is set to the tuna, so once we destroy the tuna, that teleport won't do anything and we can walk across it

44) Logical Labyrinth (4:22)
this is one big logic puzzle, right up my alley tbh

there is probably a formal way to solve this, as a CS grad I should probably look it up but I'm too lazy so let's just do it manually

we don't want any of the boxes to move, which means we need to send false signals to all the wormholes. can control this with the left side connections
ie) need all these conditions to be "false"

first box - !A AND !B
second box - !B AND C
third box - !(C AND D)
fourth box - D AND A

what we want then, is:
(A || B) AND (B || !C) AND (C AND D) AND (!A OR !D)

the third clause forces C and D to be true
that means A must be false to force the fourth clause to be true
then B must be true to force clauses 1 and 2 to be true

therefore, A=false, B=true, C=true, D=true

45) The Barriers to Success Are All in Your Mind (5:12)
there is a person off screen that we can't see. we can see though that if we move right continuously, it will reach a teleport.
configure the teleport to teleport Person objects. then move right continuously, and you will hit the teleport

46) Run the Gimmick Gauntlet (6:01)
very similar to puzzle 44, this is a logic puzzle
note there is a constant, but also buttons.
the buttons allow us to control whether we send a positive signal to the wormholes. this helps in certain cases

A:
want the A wormhole input to be true (to teleport the TV object), but only when we button press (or else it will teleport the apple)
so, connect button A to it.

B:
can send a constant signal to it, since the teleporter only teleports crates

C:
when C receives a positive signal, it will move the hinge connector
we can control this with a button press so we can control the movement
can connect button A to it

D:
after we cross the UFO section, we need to activate this in order to move the crate to the bottom right side
let's connect button B to input D

E:
we want to avoid the UFO section, that will get the apple stuck
let's control the teleporter on button press
so connect button X to input E

when the game starts, hold A to teleport away the TV and move the hinge
then when the apple gets to E teleporter, press X to teleport the apple to the other side of the UFO
then press B to move the crate

47) Stepping Across (7:38)
Kind of easy tbh, can easily see that the only thing we can configure are the timers, and we just have to find out what to set those timers at. I just set the first one to 2.00 s, then the rest at 1.00 s.

48) Stepping Across: Hard (8:55)
Similar to 47), in the sense that we want to activate positive signals at 2.00 s, 3.00 s, 4.00 s, etc.
That is, we want to activate A at 2 seconds, B at 3 seconds, etc.

Remember we can connect timer signals to other timers.
So if I connect the output of the 2.00 s timer to the input of the 1.00 s timer, it will output a signal after 3 seconds.
ALSO, If I connect the output of the 4.00 s timer to the input of the 1.00 s timer, it will output a signal after 5 seconds as well!

Solution:
On start to 2.00 and 4.00
2.00 to A, 2.00 to 1.00, 1.00 to A (for the 2.00 s and 3.00 s signals)
4.00 to C, 4.00 to 1.00, 1.00 to D (for the 4.00 s and 5.00 signals)
4.00 to 2.00, 2.00 to E (for the 6.00 signal)
4.00 to 2.00, 2.00 to 1.00 (already connected), 1.00 to F (for the 7.00 signal)

49) Get the Apple! (10:22)
first, connect the button to the jump, so we can jump
the first box, set movable to off, so it stays put

now, I have no idea how to use the slide connector properly, but I figured out that you can just move the box on top of the left side box, and cheese it by jumping to the apple lol…

50) Perplexing Paradox (11:33)
honestly thought the last one would be a super hard puzzle lol

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Game Builder Garage - Extra Checkpoint Puzzles (41 to 50)

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