Leverworks - Electronics Sandbox

user_avatar Made by: CodingPhoenixTM

PROJECT DESCRIPTION

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Welcome to Leverworks, a sophisticated game of logic. In Leverworks you have been provided with many cool logic boards, electronics and gadgets. There are so many possibilities. Make timers, delayed circuits and more. Welcome to Conduction 2... *cough *cough, I mean, Leverworks.

Features:
- Over 8 Devices including buttons, Delayers and more!
- Smooth gameplay
- Very nice placing teqnique
- Evenly calculated place measurements
- Much more

This is BETA. Just letting you know. This is a pre-release type of testing thing I need to run. Why am I doing this? I'm doing this because of bugs and glitches, and even recommendations. Developers BETA test their games and updates because they want the community to help find bugs and glitches before the initial release. This helps the game to be less buggy, and more entertaining. Also, A lot of thing will be changed before the initial release.

But anyways, I hope you enjoy.
Thanks!

Have fun! :D

VERSION 1.31

Last Updated: September 21, 2022

Hello everyone! Here is the long waited 1.3 update. Sorry for the delay, I've been sick and didn't have the energy to work on it. Sorry!
But it's here, here's what's new:

Features:
- Random Signal Generators
- Toggleable ball spawner
- New wire mechanics

Tweaks:
- Completely re-did the inventory. All rotations are there in one place. I'm doing this for future devices. So I don't have to go through the trouble of adding another rotation page thingy.
- The about section has half opacity to it. So it's more understandable. The reason I didn't add this in first was because of a glitch. Go to the about section and try it. Open it, and exit it. The background keeps its darkness. Hopefully the devs fix this soon
- Many bug fixes

Thanks for the support!

Cheers!

COMMENTS

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September 02, 2016

I had a blast making new features for Leverworks. So I'm going to soon release another update!

July 13, 2016

I forgot to mention that I added Timers in 1.3! Also I made a tweak that when balls go offscreen they get destroyed!

July 09, 2016

It's pretty good, but when I went to the about section, the pause menu stayed there so it was hard to read. I liked figuring out how to make different logic gates, you could add 2 extra layers and 'layer transfer' and 'pixel' blocks. Layer transfer would send the signal to the other layer, and a pixel would light up when activated. The back two layers could be used to make the circuits while allowing wires to cross (by going to the other layer) and the front layer could be used for pixels, so people can create their own very low resolution displays. It would allow creating almost anything, limited only by the size of the screen (which you could change to be zoomable/scrollable)

July 09, 2016

Yeah. The about section has a glitch. If the backdrop is dark, when you exit it, the colour would stay. I also tried to do what you said previosly but I wouldn't work Becuase of the way I created it. I wouldn't me able to even create a lever and wire. Because of collisions.

July 09, 2016

Also, you could make each thing update its surroundings when activated/deactivate/placed/destroyed, so if I delete something powered, it will first deactivate the surrounding ones, which will then deactivate their surroundings (if they changed states), etc. the only problem with this would be if someone connected a not gate to itself, so you might have to introduce a delay so it isn't instant. This would then automatically make fast timers easy

July 09, 2016

Okay. Could you please branch this and try to re-create it like you said? Becuase I don't get it. Plus it would help me a lot.

July 09, 2016

You could move layers to collide with stuff across layers, or you could use loops for each with calculate distance and direction to determine whether to power things, but that might be too laggy.

July 09, 2016

All our comments are showing different from the intended order of my replies 😑

July 09, 2016

Yeah I'm not gonna do that

July 09, 2016

Lol. I'm gonna keep it as it is Becuase that's the way I can work with it. Sorry for being annoying but I don't get what you mean by "layer colliding" or "making inverters have a signal" to make them faster.

July 09, 2016

I meant colliding with objects across layers by moving layers, for example if you have an object on layer 1 that wants to send a signal to layer 2, it sets an attribute to say that it's active, then moves to layer 2, where it collides with that object and gets the attribute, allowing it to continue the signal from layer 1. And I don't think I ever said "making inverters have a signal"?

July 09, 2016

But I understand if you don't want to change the way it is, I usually come up with solutions that are way too complex for what they are meant to achieve. You don't want to see how I'm making my maze generator in one of my games...

July 09, 2016

Haha that's true. But your games and ideas are awesome. So I don't mind.

But I get what you mean now. I've never really known much about attributes though. But I'll do some testing on that idea. And I'll see what I come up with.

July 08, 2016

Hope you enjoy the new update! :)

July 07, 2016

Wow! I could never make something like this, but one glitch I found was if I have a powered light, and delete the wires connecting them, the light stays on, not sure if that's supposed to happen

July 07, 2016

Oh that's supposed to happen. I was aware of it. The way I use the connections allows this. I might change it in the future, but the reason I might not is because it will cause performance drops. But anyways, thanks! Glad you liked it!

July 07, 2016

Ok, yes it is really cool!

July 07, 2016

This is very cool! One suggestion I would have is to put your help screen inside the screen as well. That way I can quickly reference it when I forget something, or want to see what a specific block does.

Very impressive. Keep up the good work.

July 07, 2016

Thankyou! I haven't thought of that. Good idea.

July 07, 2016

Awesome job! I like it!

July 07, 2016

Thanks!

July 07, 2016

Wow. Great job mate! I Iike everything about it, from the idea, to the gameplay! Again really good job mate!

July 07, 2016

Haha awesome thanks! Feels good to know somebody likes it. :D