Drag to move. If you like the downloaded data, rate it. Voting helps to keep the quality of the work high. Upload only 1 time in 1 day. Only the author can upload his or her downloaded data. Up to 50 data can be uploaded within 12 hours. You can vote only 1 time for each work. There is a possibility that contains the offended content.
Also, I try not to upload with a specific keyword. Please do not include advertisement in the work. Save the data by copying and pasting on somewhere like a notepad. Only the author can obtain the downloaded data. After 12 hours, if the artwork receives more deletion requests than voting, the artwork will be automatically deleted.
New artworks within 30 minutes or random artworks within 24 hours will be displayed under the game. If a literal value x greater than 47 l is encountered, it signifies that the literal value directly before it should be repeated x - 48 times. The result is a sequence of at least digits at least one for each pixel in the game field , each of which specifies an element, an object, an attribute , or empty space.
Elements or objects such as Fireworks or Players are followed by a second digit specifying their attribute. Some elements such as Clone might seem to have an attribute while the game is running but do not actually save it; these do not show up in the code.
Attempting to load a code with any non-base element digits will simply result in those values being read as empty space. However, the two remaining empty spaces for elements, k and l , will crash the game when loaded. Additionally, attempting to load a code with more than 2 Players hacked in will also crash the game. The checksum is an encoded 3-digit number at the end of the code that is intended to prevent any corruption or tampering to the code.
It is stored as a hexadecimal number in reverse digit order and does not use base 64 encoding. The first digit is a lowercase letter a-p , the second is an uppercase letter A-P , and the third is a numeric digit Encoded this way, for instance, the checksum 0x would become hA5. The maximum value for the checksum is 0x7FF. The checksum can be computed by first adding together the ASCII value of each character in the code multiplied by its position in the code modulo The position is 1-based, so the first character would be multiplied by 1, the second by 2, etc.
The checksum is then obtained by computing that value modulo 0x7FF. The Get-Set mechanism will reject any code where the computed checksum does not match the checksum value stored in the code. Dan-Ball Wiki Explore. The dot limit in Powder Game , Earth Editor , and Powder Game 2 is the maximum amount of particles that can be on the screen at any given time.
In the original Powder Game, there is a setting to control the maximum dot limit. This function sets the limit of particles available on the play field. The number next to the FPS indicator shows how many dots are left. If it is or less, replicator elements won't work:. If the user attempts to type something with the text function, and the remaining amount of dots is insufficient to create this text, the game will only place the top part of the text from left to right, until the dot limit is reached.
The same happens with copy and paste. The dot meter is capable of showing negative numbers on the original Powder Game if the dot limit is lowered to a limit lower than current amount of particles on the play field. This can be used to turn anti-gravity chambers "off", as lowering the dot limit under will result in clone being unable to replicate fire. However, when the dot limit shows a negative number, it would automatically reset to an higher dot limit after loading.
It is possible to hack the dot limits using a cheat engine and increase or decrease the dot limit. However, creations with an altered dot limit are unable to be uploaded. Dan-Ball Wiki Explore.
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