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Castle Storm II
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Topic: Castle Storm II (Read 47378 times)
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DJ Omnimaga
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Re: Castle Storm II
«
Reply #45 on:
January 21, 2010, 05:46:30 pm »
Wait so it needs to be moved exactly to the top left pixel? If that's the case this might be why then, but wish me luck to even be able to do such thing with precision
I'll try again
EDIT: ok I realised what I was doing wrong: I had to drag cursor to the complete edge of the comp screen, not just the window
, my bad. It seemed to work afterward
EDIT: btw it is awesome ^^, I can't wait to see how it looks like with textures and stuff
«
Last Edit: January 21, 2010, 05:57:56 pm by DJ Omnimaga
»
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ztrumpet
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Re: Castle Storm II
«
Reply #46 on:
January 21, 2010, 06:11:38 pm »
Awesome again! I'm now getting 53 to 57 fps with spikes over 60. But, that's with color.
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Builderboy
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Re: Castle Storm II
«
Reply #47 on:
January 21, 2010, 07:17:00 pm »
Yay! I had a feeling that might be what you were doing, the symptoms seemed familiar
Glad you got it to work! As for textures, don't expect too much. Most likely the most there will be is a checkerboard or striped floor tiles. Textures are very hard to do fast in java, and with a new update I am preparing, it will double the amount of polygons to render. But colors are here to stay! (Although they will be a bit more subtle
)
And zTrumpet, thats great! Although Color would never be a speed limiting issue
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Builderboy
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Re: Castle Storm II
«
Reply #48 on:
January 22, 2010, 04:06:27 pm »
Alright, new and big update. I have added ceilings!!
Now there are things like tunnels and passegways and and upgrade to the physics engine to support the new data. Frame Skip has also been implemented fully, and auto frame skip detection is underway. Press 1 and 2 to increase and decrease the number of frames skipped. You still use WASD to move, but now you can use C to crouch. (Sorry, i wanted to use SHIFT or CTRL, but Greenfoot cannot detect these keys).
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ztrumpet
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Re: Castle Storm II
«
Reply #49 on:
January 22, 2010, 04:45:21 pm »
Nice! I like the passages. Is it possible for two passages to cross over each other?
(I'm getting about 61 fps.)
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Builderboy
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Re: Castle Storm II
«
Reply #50 on:
January 22, 2010, 05:02:23 pm »
No, every tile has a height for the floor and a height for the roof, so you can't have any 'bridges' or things that you can both walk over and under.
And yay full fps! ^^
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ztrumpet
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Re: Castle Storm II
«
Reply #51 on:
January 22, 2010, 05:19:21 pm »
Can you still have the moving platforms?
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Builderboy
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Re: Castle Storm II
«
Reply #52 on:
January 22, 2010, 05:31:46 pm »
Yes, but only up and down. Since it is tiles based, side to side is not possible. (Unless I implement something dastardly tricky with objects
)
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DJ Omnimaga
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Re: Castle Storm II
«
Reply #53 on:
January 22, 2010, 06:51:10 pm »
cool to hear
, I hope you can add enemies and guns soon ^^
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Eeems
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Re: Castle Storm II
«
Reply #54 on:
January 22, 2010, 07:06:14 pm »
well I finally tested it with mouse control, and I like it, though it does seem like you are a bit springy in it...and the camera control is a little bit jerky
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/e
Builderboy
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Re: Castle Storm II
«
Reply #55 on:
January 22, 2010, 07:46:13 pm »
What do you mean by Springy? Like in the jumping?
And I am now working on smoothing the camera rotation out for you
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DJ Omnimaga
Clacualters are teh gr33t
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Re: Castle Storm II
«
Reply #56 on:
January 22, 2010, 08:49:43 pm »
tried new one. Are you planning to allow arrow keypresses for movement? I don't like having to move with ASDW
, it makes it much harder to jump on small platforms
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Eeems
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Re: Castle Storm II
«
Reply #57 on:
January 22, 2010, 09:47:21 pm »
like when you jump there is a little bit of bounce
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/e
Builderboy
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Re: Castle Storm II
«
Reply #58 on:
January 23, 2010, 01:52:58 am »
Hmmm, I'm not sure what you mean, but I'll try to throw together some alternate control schemes and see which ones you like.
And Dj, in the finial version you will be able to specify control keys. In the meantime though, i can implement WASD and arrows, but what key should be crouch that is close to the arrow keys? I can't do shift or ctrl, Greenfoot doesn't have the support
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ztrumpet
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Re: Castle Storm II
«
Reply #59 on:
January 23, 2010, 07:40:32 am »
Could you use 0 on the num pad?
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If I'm wrong, please correct me!
Unfinished Projects:
Elmgon
14%
Basic
Movement Demo
Homescreen Game Pack
80%
Basic
Latest Release
Cube Droid Saves the Galaxy
65%
Axe
Demo
Detonate
70%
Axe
Completed Projects:
Exodus
|
Midnight
|
Drifter
|
Axe Snake
|
Jump!
|
Factory Theta
|
Spider
|
Plot Drop
|
Papi Jump
|
Numb3rs
|
Nibbler
|
Boost
|
Duel Tile Map Editor
|
Homescreen Map Editor
|
Key Group Check
|
Oasis
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Castle Storm II