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Love it.A Random Player wrote:A few more tooltips/helps (like for the mutation button), and what selecting a line thing actually does
Allow inputing DNA without choosing a starting creature
Setting different times (like 5 seconds or 20 seconds)
What about lower/higher gravity?
Love these ideas, too! I'll try to add in at least some of these variations. Actually, I've got piston-like limbs working (in order to make the human figures). They tend to not do very well, though. But I'll find a way to get those in, since heck, I did the hard part of making them already.exfret wrote:DNA modifier- input each part of the code to get the DNA string so 'artificial evolution' is easier. Components that rotate in harmonic motion and pistons (back and forth, also harmonic), because it's limiting to just use the same old rotating parts. Ability to have more legs. More save slots. More control over mutations (e.g. Max length added/taken away from arm, chance of adding new arm, max number of mutations, ability to mutate piston arms). Ability to choose the number creatures that take part and whether they have to be better than the parent to become the next parent. Different modes: cooperation-2 species work together in some way, race-get to goal as quick as you can, survival-wall of death approaches faster and faster and they must outrun it for the most distance, endurance- meet relay points at certain time intervals for as long as you can, speed round- one with the fastest max speed after set period of time wins. Also inclines and declines and slipperiness. Also, user-interference (e.g. Dropping bombs or speed-ups). Multi-event- creatures get combined score from selected multiple events and then mutate. Ability to alter wind conditions. 'Ladders' or stairs to see if they can climb up them. King of the hill- highest creature wins (as opposed to distance).
Whoa, that's one fast creature! Also, parent option sounds like a good one. (It isn't necessarily as good as you'd expect. I find that sometimes evolution happens better when generations are allowed to get worse. Makes for more creativity.)terfe wrote:Yes, I do still have the code. Here it is: 050690533903050782930022362250020253950205311850133182650050192430
Ah, whoops. Your creature thinks it has fallen off, because its tail hit the bottom. Obviously not what we want, since its still alive and well. I'll check out the punch-to-the-face bug, too.exfret wrote:Edit: Andy, you have a slight bug. Put this code (1 gen after ARP's) in and 1-on-1 it versus the centipede using the pits. It stops at seven seconds even though neither side has really fallen off.
Haha, that's the most depressing childhood I can imagine for these creaturesexfret wrote:Born and raised in the pits... with the boxes in its way:
Parent is actually really important. I was running a sim (12*0 + pits vs Centi) that actually got to around 9 meters by gen ~1500 or so, but by gen ~2200 was back in the negatives.testtubegames wrote:Whoa, that's one fast creature! Also, parent option sounds like a good one. (It isn't necessarily as good as you'd expect. I find that sometimes evolution happens better when generations are allowed to get worse. Makes for more creativity.)terfe wrote:Yes, I do still have the code. Here it is: 050690533903050782930022362250020253950205311850133182650050192430
Wait, that's not even their childhood! The creatures are terminated at the end of the 10 seconds, and reproduce, never to be seen again. The failing at pushing is actually their entire life! This is animal (stick-animal?) cruelty!Haha, that's the most depressing childhood I can imagine for these creaturesexfret wrote:Born and raised in the pits... with the boxes in its way:
Yeah, parents are definitely going in as an option. It's tough to see a successful species start to fail!A Random Player wrote:Parent is actually really important. I was running a sim (12*0 + pits vs Centi) that actually got to around 9 meters by gen ~1500 or so, but by gen ~2200 was back in the negatives.
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This is animal (stick-animal?) cruelty!
Tottally cruel.And as for the stick-creature cruelty... what you don't see is at the end of each round, the stick-creatures are all gathered together and driven upstate, where there's a beautiful farm they can all run around and prance and be happy. ...then after 5 seconds of that, they're ground up into stick-sausage. Not entirely heartless, is it?