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Topic: Graviter (Read 197887 times)
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leafy
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Re: Graviter - Axe
«
Reply #195 on:
February 26, 2011, 05:18:42 pm »
Thanks
I've gotten gravity-affected walls working now. I think I should also put in timed-walls.
Also, since I'm using expressions to determine the directions of stuff, horizontal doors wasn't really a problem. That's the whole challenge of writing Graviter, because I have to generalize everything to four directions and write an expression that fits all. If only there were a rotate sprite function for 5x5
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Builderboy
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Re: Graviter - Axe
«
Reply #196 on:
February 26, 2011, 06:23:40 pm »
well if you put the sprite in the center of the 8x8 you can use the rotate commands right?
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leafy
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Re: Graviter - Axe
«
Reply #197 on:
February 26, 2011, 06:33:46 pm »
Yeah but my sprites are 5x5 so there's always going to be some offset problems.
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Darl181
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Re: Graviter - Axe
«
Reply #198 on:
February 26, 2011, 06:39:26 pm »
Maybe you could flip it first then rotate it?
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Builderboy
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Would you kindly?
Re: Graviter - Axe
«
Reply #199 on:
February 26, 2011, 06:41:50 pm »
Oh right
for some reason I was thinking 8x8 was odd numbered
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leafy
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Re: Graviter - Axe
«
Reply #200 on:
February 26, 2011, 10:25:06 pm »
I'm trying to make it so the giblets stay on the map even after you respawn
an intersting challenge.
«
Last Edit: February 26, 2011, 10:25:17 pm by leafiness0
»
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ztrumpet
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Re: Graviter - Axe
«
Reply #201 on:
February 26, 2011, 10:26:34 pm »
What's a "giblet"?
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leafy
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Re: Graviter - Axe
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Reply #202 on:
February 26, 2011, 10:28:43 pm »
When the dude explodes, I want those particles to still remain even after you respawn xD The challenge is telling when the particles are in a relatively stationary position to use StorePic, I guess.
I also need to fix my Free RAM allocations.
«
Last Edit: February 26, 2011, 10:32:17 pm by leafiness0
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ztrumpet
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Re: Graviter - Axe
«
Reply #203 on:
February 26, 2011, 10:33:58 pm »
Oooh, that's cool!
You could store those as a third "buffer" and then or them onto the screen later. That would be one possibility.
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leafy
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Re: Graviter - Axe
«
Reply #204 on:
February 26, 2011, 10:49:01 pm »
Tell me more about this storing into a third buffer
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ztrumpet
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Re: Graviter - Axe
«
Reply #205 on:
February 26, 2011, 11:36:38 pm »
You could do something like this:
(Reallocate the vars to L4 or something first)
Store the screen after dying (without objects that can move around) to L1.
or the current frame with the stuff at L1 before displaying the frame. This would put the extra pixels on the screen all the time, but not allow them to be pixel tested.
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leafy
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Re: Graviter - Axe
«
Reply #206 on:
February 27, 2011, 10:51:22 pm »
New test element:
Also, does pxl-on refresh the screen every time?
«
Last Edit: February 27, 2011, 10:55:22 pm by leafiness0
»
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ztrumpet
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Re: Graviter - Axe
«
Reply #207 on:
February 27, 2011, 11:17:23 pm »
I'm siting here laughing and saying "Oh my." That is truly an amazing screenie. Wow.
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Builderboy
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Re: Graviter - Axe
«
Reply #208 on:
February 28, 2011, 12:59:48 am »
Holy shit, that is one of the most awesome things I have ever seen! :O Mad props, that is so sooo epic! Love the screen shake especially, it really gives it the final touch, and seals the deal
Oh, and what do you mean Pxl-On refresh the screen? It never refreshes the screen, only dispGraph does that
«
Last Edit: February 28, 2011, 01:00:30 am by Builderboy
»
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TIfanx1999
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Re: Graviter - Axe
«
Reply #209 on:
February 28, 2011, 08:12:02 am »
Haha, that is pretty freakin sweet guy! I'm really liking it! ^^
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leafy
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Graviter