I don't know if this is what Quinnen has in mind, but for the benifit of some of the other repliers, one way to combine the systems is to make every tile have X stacks of each property, where X is the number of distinct components of that tile with the given property. YOU would be modified to stack, so that BABA IS YOU AND YOU would result in two moves per move-action - then a 2xBABA tile would do the same given only one BABA IS YOU rule. For clarity, if a tile contained a piece of IS and a piece of AND, it would be treated as stacked IS/AND is in BIY for the purpose of forming rules. In BIY, while there are default rules, every rule is breakable through NOT and every property can be applied to objects they don't by default. Blocks from SC should preserve their behaviours from that game through similar inherent properties to those of TEXT, LEVEL, and CURSOR. SHOOT could shoot a laser, SPIKY could break orthogonally-adjacent TORN tiles, and so on. Switches (IS SWITCH) could activate SC stuff via BIY colors (perhaps SC blocks could come in varients with inherent color?), and coloring a SC-togglebable property could render it disabled until a switch enables it. All properties could be tied to color in this way if one wished, but I'm not convinced this is a good idea. Maybe LEVEL IS BLUE _shouldn't_ disable LEVEL IS STOP until a BLUE SWITCH is activated. Instead of LEVEL IS STOP being inherent, LEVEL IS WRAP could be. SC has inherently STOP tiles for when this is inconvinient, to form normal levels. I'm not sure I want to think about what (anything other than LEVEL) IS WRAP would do, but level tiles _are_ inherently WRAP now in metalevels! Maybe it means that if there is a wrap surface behind where you would move, you emerge from that as a result of wrapping (if there is no such surface, it acts like STOP instead, or does nothing. Note that this can only come up if LEVEL IS NOT WRAP, since if LEVEL IS WRAP, there's always a WRAP surface in every direction from BABA. If there are 2+ such surfaces, the closest is chosen). To preserve the mechanic where a rotated player tile acts as if the movement directions are rotated with them, it is moved to YOU. There'd be YOU 90, YOU -90, and YOU 180. Then, a rotated player icon is simply represented by any tile with one of those rotated YOU properties. Tile combining would happen whenever something attempts to PUSH 2+ tiles into STOP. Notice that this preserves tile stacking through methods like SHIFTing them onto the same tile on the same step. If one wanted, one could make tile stretching a thing through similar means - 2+ PULL directly away from STOP stretches the PULL blocks. I'm not convinced I like this mechanic, but in its favor, it preserves the property of PULL and PUSH being able to easily undo one another absent other rules. This is far from comprehensive, but it should be enough to demonstrate that combining BIY and SC is possible to do in a "sensible" way.
blue cell w/ arrow: mover - continuously moves forward when powered red cell w/ angry face: enemy - can be destroyed when overlapping another cell, causing both cells to Perish (the level is won if all enemies are destroyed) yellow cell w/ # symbol: push - can be pushed, self-explanatory dark turquoise cell w/ falling rock symbol: fall - immediately falls down onto any cell below it orange cell w/ rotate symbol: rotate CW (clockwise) - rotates all adjacent cells clockwise blue cell w/ rotate symbol: rotate CCW (counter-clockwise) - rotates all adjacent cells counter-clockwise purple cell w/ trash symbol: trash - destroys any cell overlapping it yellow cell w/ = or || symbol : slide - can be pushed, but only in the axis that it is aligned with green cell w/ block & arrow symbol: generator - creates copies of the cell behind it towards its front (in the OG cell machine it also mimics the rotation but for some reason it doesn't here) [the mechanic in 08 - "Nuclear" is based on the "nuke" which is a common device that creates a ridiculous amount of cells using rotators and generators] yellow cell w/ U symbol: one way - can be pushed, but only in one direction purple cell w/ drill symbol: driller - swaps cells with itself (essentially moves the cell overlapping it to the driller's previous position) level 11 - "Mandatory Vault Level" is based on vaults, a common cell machine trend where people make vaults designed to protect enemy cells and be as incredibly difficult to crack, while still being possible to open blue cell w/ multiple arrows: repulse - rotates orthogonally adjacent cells to point away from it
are you annoyed that I intentionally chose not to play it before it because the rules seemed like they would be pretty intuitable (which I felt they were)
11:03 i made this level, i tried my best to make it readable as possable >.> sry it wasnt that easy, also that solution was unintended 13:38 i also made this level! :3
Start playing cell machine you'll probably like it, there's tons of different games made by completely different people (best puzzle ones are Mystic Mod/indev and CelLua)
@@astrylleaf cellua is the best remake, just be because you don't have enough brain cells to understand descriptions doesn't mean it's bad. + in this comment I was talking about the puzzle aspect of remakes which cellua is the remake with the best puzzles, deal with it 🤓
@@IcelyPuzzles Well, one wouldn't usually think about that possibility, and someone in your situation wouldn't usually think about the possibility of a developer not thinking about that possibility. What I'm basically trying to say is you and the developer both made a VERY easy-to-make mistake.
(5:29) that's probably cheese, actual solution in the read more Make a bridge like in the previous level, turn on power, move across, turn off power, pull the cells out to make a new bridge, turn on power, win
Here is all the things you need to know about Cell Machine to understand these cells: Blue Arrow - Mover Cell Can move and push other cells Yellow Box - Push Cell Can be pushed by anything in any direction Yellow Lines - Slide Cell Can only be pushed in 2 directions Green Box And Arrow - Generator Cell Can generate any cell behind it to the front Evil Red Face: Enemy Cell When anything is pushed into it, both cells get destroyed Gray Block - Wall Self-explanatory Purple Trash Can - Trash Cell Destroys any cell that touches it Orange Spinning Arrows (what you call Rotcw (which stands for Rotator - Clockwise)) - Rotator Cell Rotates every cell next to it, excluding diagonals, clockwise. Everything past here is only accessable by mods of the game. Slide Cell With Connected Lines - One-Way Slide Cell Can only be pushed in 1 direction Shocked Face (Actually a falling ball) - Falling Cell Immediately moves as far down as possible Purple Drill - Drill Cell Moves like a Mover, but instead of pushing cells, it puts them behind it Blue Block With 4 Arrows - Repulsor Cell Pushes everything next to it away
I'm hella sure this game were designed for those who ever play the game lmao. I think you should play the real game especially the mod, i never played it but i'm pretty sure it's a puzzle game even thought it mainly focusing on sandbox (i guess)
This baba mod isn’t the best cell machine puzzles. if you ever want to play cell machine, play cell machine mystic mod or cellua. Mystic mod is a fan made version of the original that fixes bugs and includes a sandbox. Cellua is a fan made version of mystic mod that adds like 500+ types of cells.
For example, that level you said would be fun in the editor is true. It’s supposed to Mimic the sandbox mode in mystic mod and place any cells wherever you want. The only good puzzles in this pack are the ones that require you to use cell machine elements in addition to baba elements
Ths trash blocks have trash cans, Enemys are angry happy faces, movers are areows, 4 way move is the box, suprised is fall, enter is 2 direction only, 📤 is a generator, the rotators are the circular arrows, U is the on3 direction only
this means if i ever started development on my baba is you and squishcraft it would get a video! so cool!
Squished baba is one of the greatest ideas ever
Please make this!
goodluck on that one,
must be HELL to combine those 2
Bro wants to make the ultimate mind twister
@@jerecakes1 I man really how are you going to make 1/10 player in BIY
I don't know if this is what Quinnen has in mind, but for the benifit of some of the other repliers, one way to combine the systems is to make every tile have X stacks of each property, where X is the number of distinct components of that tile with the given property. YOU would be modified to stack, so that BABA IS YOU AND YOU would result in two moves per move-action - then a 2xBABA tile would do the same given only one BABA IS YOU rule. For clarity, if a tile contained a piece of IS and a piece of AND, it would be treated as stacked IS/AND is in BIY for the purpose of forming rules.
In BIY, while there are default rules, every rule is breakable through NOT and every property can be applied to objects they don't by default.
Blocks from SC should preserve their behaviours from that game through similar inherent properties to those of TEXT, LEVEL, and CURSOR. SHOOT could shoot a laser, SPIKY could break orthogonally-adjacent TORN tiles, and so on. Switches (IS SWITCH) could activate SC stuff via BIY colors (perhaps SC blocks could come in varients with inherent color?), and coloring a SC-togglebable property could render it disabled until a switch enables it. All properties could be tied to color in this way if one wished, but I'm not convinced this is a good idea. Maybe LEVEL IS BLUE _shouldn't_ disable LEVEL IS STOP until a BLUE SWITCH is activated.
Instead of LEVEL IS STOP being inherent, LEVEL IS WRAP could be. SC has inherently STOP tiles for when this is inconvinient, to form normal levels. I'm not sure I want to think about what (anything other than LEVEL) IS WRAP would do, but level tiles _are_ inherently WRAP now in metalevels! Maybe it means that if there is a wrap surface behind where you would move, you emerge from that as a result of wrapping (if there is no such surface, it acts like STOP instead, or does nothing. Note that this can only come up if LEVEL IS NOT WRAP, since if LEVEL IS WRAP, there's always a WRAP surface in every direction from BABA. If there are 2+ such surfaces, the closest is chosen).
To preserve the mechanic where a rotated player tile acts as if the movement directions are rotated with them, it is moved to YOU. There'd be YOU 90, YOU -90, and YOU 180. Then, a rotated player icon is simply represented by any tile with one of those rotated YOU properties.
Tile combining would happen whenever something attempts to PUSH 2+ tiles into STOP. Notice that this preserves tile stacking through methods like SHIFTing them onto the same tile on the same step.
If one wanted, one could make tile stretching a thing through similar means - 2+ PULL directly away from STOP stretches the PULL blocks. I'm not convinced I like this mechanic, but in its favor, it preserves the property of PULL and PUSH being able to easily undo one another absent other rules.
This is far from comprehensive, but it should be enough to demonstrate that combining BIY and SC is possible to do in a "sensible" way.
5:33 this moment struck fear into my heart and sent chills down my spine
CH B A
i got a Tylenol ad after clicking this timestamp
blue cell w/ arrow: mover - continuously moves forward when powered
red cell w/ angry face: enemy - can be destroyed when overlapping another cell, causing both cells to Perish (the level is won if all enemies are destroyed)
yellow cell w/ # symbol: push - can be pushed, self-explanatory
dark turquoise cell w/ falling rock symbol: fall - immediately falls down onto any cell below it
orange cell w/ rotate symbol: rotate CW (clockwise) - rotates all adjacent cells clockwise
blue cell w/ rotate symbol: rotate CCW (counter-clockwise) - rotates all adjacent cells counter-clockwise
purple cell w/ trash symbol: trash - destroys any cell overlapping it
yellow cell w/ = or || symbol : slide - can be pushed, but only in the axis that it is aligned with
green cell w/ block & arrow symbol: generator - creates copies of the cell behind it towards its front (in the OG cell machine it also mimics the rotation but for some reason it doesn't here)
[the mechanic in 08 - "Nuclear" is based on the "nuke" which is a common device that creates a ridiculous amount of cells using rotators and generators]
yellow cell w/ U symbol: one way - can be pushed, but only in one direction
purple cell w/ drill symbol: driller - swaps cells with itself (essentially moves the cell overlapping it to the driller's previous position)
level 11 - "Mandatory Vault Level" is based on vaults, a common cell machine trend where people make vaults designed to protect enemy cells and be as incredibly difficult to crack, while still being possible to open
blue cell w/ multiple arrows: repulse - rotates orthogonally adjacent cells to point away from it
i feel like this level pack would be greatly enhanced if you had played normal cell machine before this
are you annoyed that I intentionally chose not to play it before it because the rules seemed like they would be pretty intuitable (which I felt they were)
Not entirely because it uses some cells not from the original Cell Machine
@@IcelyPuzzles kinda? Not much tho
@@clicktuckThere are five: trash (mystic), fall (cmmm+), one way (cmmm+), repulsor (cellua), and driller (cellua).
@@Exahedron there's more in the full pack
11:03 i made this level, i tried my best to make it readable as possable >.> sry it wasnt that easy, also that solution was unintended
13:38 i also made this level! :3
Start playing cell machine you'll probably like it, there's tons of different games made by completely different people (best puzzle ones are Mystic Mod/indev and CelLua)
Obligatory "Cellua bad"
@@astrylleaf cellua is the best remake, just be because you don't have enough brain cells to understand descriptions doesn't mean it's bad. + in this comment I was talking about the puzzle aspect of remakes which cellua is the remake with the best puzzles, deal with it 🤓
@@kthelemon that was a joke smh my head
@@astrylleaf that is why i responded like that
This levelpack was designed for people who already know what the basic cells in Cell Machine Mystic Mod Plus do.
tell the creator to put that one in the github description ._.
@@IcelyPuzzles Well, one wouldn't usually think about that possibility, and someone in your situation wouldn't usually think about the possibility of a developer not thinking about that possibility. What I'm basically trying to say is you and the developer both made a VERY easy-to-make mistake.
@IcelyPuzzles there's a Readme with the cell rules
Yeah you are right
You got my cells actin' up with yo rizz 😳
🍞
also the U block is ONEWAY which, when POWERED, stops opposite movement, therefore holding the KEKE.
Cell machine advanced
Cell Battle Advanced
(5:29) that's probably cheese, actual solution in the read more
Make a bridge like in the previous level, turn on power, move across, turn off power, pull the cells out to make a new bridge, turn on power, win
your body vs cancer in a nutshell
Here is all the things you need to know about Cell Machine to understand these cells:
Blue Arrow - Mover Cell
Can move and push other cells
Yellow Box - Push Cell
Can be pushed by anything in any direction
Yellow Lines - Slide Cell
Can only be pushed in 2 directions
Green Box And Arrow - Generator Cell
Can generate any cell behind it to the front
Evil Red Face: Enemy Cell
When anything is pushed into it, both cells get destroyed
Gray Block - Wall
Self-explanatory
Purple Trash Can - Trash Cell
Destroys any cell that touches it
Orange Spinning Arrows (what you call Rotcw (which stands for Rotator - Clockwise)) - Rotator Cell
Rotates every cell next to it, excluding diagonals, clockwise.
Everything past here is only accessable by mods of the game.
Slide Cell With Connected Lines - One-Way Slide Cell
Can only be pushed in 1 direction
Shocked Face (Actually a falling ball) - Falling Cell
Immediately moves as far down as possible
Purple Drill - Drill Cell
Moves like a Mover, but instead of pushing cells, it puts them behind it
Blue Block With 4 Arrows - Repulsor Cell
Pushes everything next to it away
so weird seeing the old cell textures in the thumbnail
WOW, this is awesome
I really like the idea of having of having cell machine blocks in baba is you, but I really hate the idea of blocks being powered
(6:20) ROTate ClockWise
Hidden text:
Push is push
Mover is move
Enemy is sink
Trash is strong
Cell battle advanced
your intro never fails
its not laggy on the world map its just double move with YOU and SELECT at the same time 0:56
Bro has NOT played cell machine
6:19 ROTCW stands for ROTator ClockWise
I'm hella sure this game were designed for those who ever play the game lmao.
I think you should play the real game especially the mod, i never played it but i'm pretty sure it's a puzzle game even thought it mainly focusing on sandbox (i guess)
EBB3-MG24 is my baba cell machine level
Baba is you + Patrick's parabox
also the ROTCW is rotate-clockwise
i love how you triggered every cell machine fan
lmao
😂😂
7:00 wait I think Rot Cw means Rotate counterclockwise
Cell baba advanced
this is completely unrelated but how do you add a baserule to a baba is you level in the editor? i know its something in the files
i think you need to get the "based mod" from github (that's its name yes)
cell baba advanced (cba)
Does the Baba machine make Babas?
it looks like they missed subticks and subsubticks
This baba mod isn’t the best cell machine puzzles. if you ever want to play cell machine, play cell machine mystic mod or cellua. Mystic mod is a fan made version of the original that fixes bugs and includes a sandbox. Cellua is a fan made version of mystic mod that adds like 500+ types of cells.
For example, that level you said would be fun in the editor is true. It’s supposed to Mimic the sandbox mode in mystic mod and place any cells wherever you want. The only good puzzles in this pack are the ones that require you to use cell machine elements in addition to baba elements
the generator cell isn't accuarate
fear
Some blocks are in cmmm+ and cellua
One way or directional fall
Driller
im making an rng game starting today
i am suffering
epic
cell battle advanced
Omg my favorite game ever
yoo i made these sprites
nice :D
Except the non-main cells
@@clicktuck true
Bro really just gave up doing nuke and deleted all enemies except some. Btw generator in this levelpack is stange..
Cell Babattle Advanced
Ths trash blocks have trash cans, Enemys are angry happy faces, movers are areows, 4 way move is the box, suprised is fall, enter is 2 direction only, 📤 is a generator, the rotators are the circular arrows, U is the on3 direction only
Cell Battle Advanced
baba see chess battle advaned is more
Cell Battle Advanced
Cell Battle Advanced