Author Topic: Graviter  (Read 182738 times)

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Offline ztrumpet

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Re: Graviter - Axe
« Reply #315 on: March 23, 2011, 08:16:23 pm »
Yeah, I can do that part, and get to the 2nd door, but after I reach the opening, how do I reach the next level?
Press [+].  There's no "win check" programming in the demo. ;)

Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #316 on: March 24, 2011, 01:58:24 am »
Oh wow I didn't even know we could jump. Thanks, I'll have to try that when I have time.

Offline leafy

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Re: Graviter - Axe
« Reply #317 on: March 27, 2011, 10:28:00 pm »
Awright, I'm making serious optimizations to the engine and also rewriting some unsatisfactory routines, seeing as phenomist is being fairly lazy. I'm also planning out a roadmap for my levels and I have a very, er, unique idea for the credits (of which I deserve about 1/3)
Progress is being continued, so don't lose hope xD
Also I've decided that if I finish before Portal X is done, I'll wait until Builderboy releases that before I release Graviter so that people will say I ripped of him rather than the other way around. Because I really hate stealing credit from people.
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #318 on: March 28, 2011, 03:59:26 pm »
Lol nice, although I'm unsure if waiting for Builderboy would be a good idea, as the exact same thing will happen even if you release your game later or not, if people have to do accusations or anything. I think you should just say in the description that the graphics are inspired from Portal X by Builderboy and that you got his permission. Plus what if he took 3-5 more years to release Portal X? ???

Offline leafy

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Re: Graviter - Axe
« Reply #319 on: March 28, 2011, 10:06:55 pm »
Okay, I need to figure out an algorithm to generate spikes and other 4-direction tiles for me, so I can kill two rocks with three birds. I'll post updates soon, I guess.
I'm also finishing up gravity directions 2 and 3 so sideways puzzles next! xD
The roadmap is still being worked on,sadly.
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #320 on: March 28, 2011, 11:00:57 pm »
Good luck! Also I hope you don't wait til POrtal comes out for a release. I would hate to wait 3-4 years waiting for a game that was finished already only because another game has stalled due to the author being too busy or something. X.x

Offline jsj795

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Re: Graviter - Axe
« Reply #321 on: March 28, 2011, 11:36:39 pm »
I agree with DJ, just make sure to give proper credit to builderboy for the inspiration in the readme or something.

and hopefully you can figure out the algorithm soon! Good luck!


Spoiler For funny life mathematics:
1. ROMANCE MATHEMATICS
Smart man + smart woman = romance
Smart man + dumb woman = affair
Dumb man + smart woman = marriage
Dumb man + dumb woman = pregnancy
2. OFFICE ARITHMETIC
Smart boss + smart employee = profit
Smart boss + dumb employee = production
Dumb boss + smart employee = promotion
Dumb boss + dumb employee = overtime
3. SHOPPING MATH
A man will pay $2 for a $1 item he needs.
A woman will pay $1 for a $2 item that she doesn't need.
4. GENERAL EQUATIONS & STATISTICS
A woman worries about the future until she gets a husband.
A man never worries about the future until he gets a wife.
A successful man is one who makes more money than his wife can spend.
A successful woman is one who can find such a man.
5. HAPPINESS
To be happy with a man, you must understand him a lot and love him a little.
To be happy with a woman, you must love her a lot and not try to understand her at all.
6. LONGEVITY
Married men live longer than single men do, but married men are a lot more willing to die.
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A woman marries a man expecting he will change, but he doesn't.
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Girls = Time * Money (Girls are a combination of time and money)
Time = Money (Time is money)
Girls = Money squared (So, girls are money squared)
Money = sqrt(Evil) (Money is also the root of all evil)
Girls = sqrt(Evil) squared (So, girls are the root of all evil squared)
Girls = Evil (Thus, girls are evil)
*Girls=Evil credit goes to Compynerd255*

Offline Builderboy

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Re: Graviter - Axe
« Reply #322 on: March 29, 2011, 01:25:24 am »
I think you should definitely release Gravitier when you finish it :) Progress on PortalX is inconsistent and slow right now.  And just think, I am already delaying my own project due to busyness and stuff, I would hate to delay a second! :P

Offline leafy

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Re: Graviter - Axe
« Reply #323 on: March 29, 2011, 02:31:48 am »
xD I see. Well, it doesnt look like I'll finish graviter anytime soon, so I'll worry about that later.
I've got a nice little spike drawing algorithm finished that I have to program in now, saving me three tiles. Hooray!
In-progress: Graviter (...)

Offline leafy

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Re: Graviter - Axe
« Reply #324 on: April 02, 2011, 02:26:25 am »
Allrighttttt I cut out over 1500 bytes from my old routines and added some pretty major optimizations.
Also, a level editor is in the works while I figure out how the bloody hell you store object data.
Also, my next object - moving spike walls!
In-progress: Graviter (...)

Offline Darl181

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Re: Graviter - Axe
« Reply #325 on: April 02, 2011, 02:29:04 am »
Can you elaborate on "object data"?  I might be using something like that in Tio, so I might be able to help a bit on that one... ;)

EDIT: unless you want to do it all by yourself, in which case that's fine
« Last Edit: April 02, 2011, 02:29:29 am by Darl181 »
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Re: Graviter - Axe
« Reply #326 on: April 02, 2011, 08:24:10 am »
I'm assuming by object data you mean storing the data associated with boxes and such into the appvar?  One way you could do that is place it at the very end of the appvar, and each time you reload the level, copy it into your enemy queue :)

Offline Darl181

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Re: Graviter - Axe
« Reply #327 on: April 02, 2011, 12:46:02 pm »
I can imagine having all the data at the end being difficult with the editor though...what might be a bit faster and somewhat more simple to code is to have the data just after the level so the code isn't constantly searching for the end of the program :P
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Offline leafy

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Re: Graviter - Axe
« Reply #328 on: April 02, 2011, 01:44:39 pm »
The way I'm doing it is using a separate database to store the object data like so:

Number of objects: (1 byte)
[01
Object type: (1 byte)
[01(00)
Object attributes: (I'm just giving everything 6 byte user-entered attributes then setting the ones I don't need as 0's)
[0100(052F03000000)
etc.

Then using a for loop to create all the objects

I'm not sure whether I"m going to store them both into one appvar or have two appvars, one for levels and one for objects because the number of bytes objects take up is variable, which could screw up loading the map.
« Last Edit: April 02, 2011, 01:45:29 pm by leafiness0 »
In-progress: Graviter (...)

Offline leafy

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Re: Graviter - Axe
« Reply #329 on: April 03, 2011, 02:38:12 am »
Wow, my revamped engine feels a lot faster, for some odd reason. Must be that thousand bytes.
If I need help optimizing in the near future (read: SOON) I'll post them up in the optimizations section. I've gotten a good idea on how to store object code but it's all theoretical at this point.
Gravity directions 2 and 3 have been fixed, and the roadmap has been completed. General layout (I have specifics, but I'm not going to release them)

Basic tutorials
Puzzles in which you don't control gravity but gravity controls you! (Soviet russia)
Get gravity device (profit!)
Puzzles where you control gravity
Harder puzzles
End boss??!!11

That's all for now. More releases during spring break to look forward to!
« Last Edit: April 03, 2011, 02:38:42 am by leafiness0 »
In-progress: Graviter (...)