A Guide to ABG5:QoF . A.k.a Please don't downvote me!

Ok, here is the reference image.

Controls for the game consist of left/right mouse and wasd(or arrows). A/D rotate the current tile and W/S change the tile type between three types.

On the top are the two inputs, yellow and blue. The yellow one has sent its 8 blocks and so has turned black in color. The tiles connected to it have grey lines because they have been used. This shows where the blocks came from and means you can't remove them with right click like normal.

The most common problem, turns are shown here and are quite simple. On the simple, default tile, a block will go in the direction of the white string piece. So to make a turn you have to push a block onto a rotated(using a/d or left/right) simple tile. The blue path therefore acts as it looks in this case.

I'm probably going to try to do an update on the game this weekend to fix some things and add some interesting elements. Hopefully then you'll get to see how this game was meant to be. If you have any other questions, let me know.

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Comments

Whoops, somehow I deleted a part. The topmost yellow block is on an alternator, it'll push objects ro the white direction and then flip. It's used for splitting streams in half. Don't try mixing two different colors together because the code for that isn't quite right. In fact the alternator/splitter just causes a right or left turn depending on it's state and so if a block comes in from the side or has nowhere to go it might go up or down instead of what you'd expect. Also, use the simple tiles for joining two streams. basically just point one of the simple tiles at one from a different stream.

The last type of tile is a 4way and it just lets blocks go straight through it. This is used to have 2 streams cross.
you can select what tile type to spawn ? ( std, spliter, alternator) ?
Or it will appear per se at some time ?
Yes, you can choose. The controls are wasd(or arrow keys) and the mouse. w and s changes the tile type between default/conveyor/simple tile, alternator/splitter, and 4way. a and d are used to rotate the your current tile but it only matters for the first type. Left mouse button places a tile, right mouse button removes a tile if the tile hasn't been used.
Rotation seems to matter for the alternating tile, too, but there are only two orientations, horizontal or vertical -- right?

Also, don't make the mistake I made initially and try to get the alternating tile to do something sensible with blocks coming in from either end -- the behaviour seems to be rather unpredictable in that situation.

@gcewing: While that's what's intended, the way it's coded, it acts more like if the two possible orientations are superimposed. Also something I'd like to fix.