Concept:(Needs system) factory(not"needs(system factory)")

This is going to be a weird factory game with conveyors that have no direction and doesn't convey untill it must do that
and with factories everywhere:the canvas is originally filled with no-ops
@programmer_user has seen me program half of its central logic(or logistics?) system(without the needs transfer system?) with an angry xkcd char that is unhappy about failing to request an animation frame


Central logic:me,@programmer_user can u understand it now?
Debugging:me and programmer_user and anyone who found bugs


Awaiting GUI programmers :~)

Base code

We need to translate it
This does not include the new needs system so thats why I need to work on central logic :~)

Project link

Awaiting base project

Ahahahhahahhahhhh another dead post :frowning:

If you want to make something in JS, that's all fine and dandy, just don't post about it on the Snap! forums.

Sounds like you're making Rocky's Boots.

no wikipedia

A search of that returns a lot of boots and hiking ware

Rocky's Boots is an educational logic puzzle game by Warren Robinett and Leslie Grimm, published by The Learning Company in 1982. It was released for the Apple II, CoCo, Commodore 64, IBM PC and the IBM PCjr.[1] It was followed by a more difficult sequel, Robot Odyssey. It won Software of the Year awards from Learning Magazine (1983), Parent's Choice magazine (1983), and Infoworld magazine (1982, runner-up), and received the Gold Award (for selling 100,000 copies) from the Software Publishers Association. It was one of the first educational software products for personal computers to successfully use an interactive graphical simulation as a learning environment.

The object of the beginning part of Rocky's Boots is to use a mechanical boot to kick a series of objects (purple or green squares, diamonds, circles, or crosses) off a conveyor belt; each object will score some number of points, possibly negative. To ensure that the boot only kicks the positive objects, the player must connect a series of logic gates to the boot.

The player is represented by an orange square, and picks up devices (the boot, logic gates, clackers, etc.) by moving their square over them and hitting the joystick button. When the boot has kicked all of the positive objects and none of the negative objects (obtaining a score of 24 points), Rocky (a raccoon) will appear and do a beeping dance.

Later, the player finds that he can use all of the game's objects, including AND gates, OR gates, NOT gates, and flip-flops, in an open-ended area to design his own logic circuits and "games." This is why many[who?] do not actually consider this as a game, but more of a visual design engine.[citation needed] The colors of orange and white were used to show the binary logic states of 1 and 0. As the circuits operated, the signals could be seen slowly propagating through the circuits, as if the electricity was liquid orange fire flowing through transparent pipes.[2]

The game scene is a 2d grid instead of a conveyor
Inspired by mindustry
You can open the webpage in the post

hey we need gui guys


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