News:

SMF - Just Installed!

Main Menu

Recent posts

#1
News / Gargoyles 1.0.1 released
Last post by Karl Voskuil - February 11, 2024, 11:48:31 AM
Gargoyles version 1.0.1 has been released.  You can get it on the App Store here.

I started work on it in February 2015, so it's been nine years!
#2
News / Re: Registration Problems
Last post by Karl Voskuil - July 29, 2016, 09:55:37 AM
Registration is now working again.
#3
News / Registration Problems
Last post by Karl Voskuil - July 29, 2016, 09:20:01 AM
Sorry, there seems to be a problem with the database preventing new registration.  I'm working on it, and I'll let you know when it's fixed.
#4
Gameplay / NOT: 5 gates 1 join
Last post by Karl Voskuil - March 02, 2015, 08:44:51 PM
Beat that!

#5
Gameplay / Should I add a Full Adder leve...
Last post by Karl Voskuil - February 24, 2015, 09:12:35 AM
So Wild man half adder got me thinking.

When you did the half adder, did you build a track from scratch?  Or did you just put down an AND and an XOR from the gates submenu, and then hook them up?

Because if you built it from scratch, like in "Wild man half adder", then maybe there really is one more less to be learned: the lesson of how to compose gates together in a scalable way.  And a full adder might really bring that point home, because otherwise the number of path permutations would be annoyingly large.

Right now, a complete full adder gate unlocks in Sandbox mode once you've completed the half adder level.  So feel free to look at it there to see what I mean.
#6
Gameplay / Re: Or then XOR then Half Adde...
Last post by Karl Voskuil - February 24, 2015, 09:07:32 AM
Yeah! In some ways I think OR is the hardest level, because for me the design for AND was very natural, but for OR it just felt awkward and wrong.
#7
Gameplay / Re: Wild man half adder track
Last post by Karl Voskuil - February 13, 2015, 01:34:25 PM
Yeah! I hadn't considered doing it until I saw your solution. Impractical for larger circuits, though.



Truth table for proof.  (This is from sandbox mode.)

#8
Gameplay / Re: Wait, what? I don't get it...
Last post by Karl Voskuil - February 13, 2015, 01:15:10 PM
Quote from: bbykerjames on February 13, 2015, 12:03:24 PM
One other question / thought:  I'm not sure the input/output labeling is useful to me.

The distinction is only needed for making the table in the goals screen: The game runs a simulation where inputs take on all possible values, and then the train runs the track, and then outputs are read off as the "results". But yeah, other than on the goals screen, there's no difference.

It would be nice if you could toggle it: it's just a "readout" (not an "input" or "output), and then you can toggle whether the simulation considers it an input or output.

Then you could switch all inputs and outputs and run the circuit backward, for fun.  (Fun?)

Maybe anything labeled A-N is considered an "input" by the simulation, and anything labeled M-Z is considered an output.
#9
Gameplay / Or then XOR then Half Adder
Last post by Jess - February 13, 2015, 12:18:27 PM
I just wanted to say it is kind of cool how the levels build off of each other.  Once you figure out the OR and then the XOR, it really helps when designing your half adder.  It's a weird combination of those two.  In other words, an XOR would work great for a half adder if all you had to worry about was the sum bit (and not the carry bit).
#10
Gameplay / Wild man half adder track
Last post by Jess - February 13, 2015, 12:16:11 PM
Here is my half adder solution.  KV, you mentioned a totally divergent track.  I think I know what you mean.  So that you have lots of "end points" and the track will look like a tree.