Author Topic: Graviter  (Read 182511 times)

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Offline Freyaday

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Re: Graviter
« Reply #615 on: November 09, 2011, 11:03:57 pm »
O.O
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Offline Stefan Bauwens

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Re: Graviter
« Reply #616 on: November 10, 2011, 06:58:51 am »
It looks wonderfull, but why do the blocks dissapear?


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Offline Eeems

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Re: Graviter
« Reply #617 on: November 10, 2011, 09:33:02 am »
Looking epic as always :)
/e

Offline Darl181

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Re: Graviter
« Reply #618 on: November 10, 2011, 10:36:03 am »
It looks wonderfull, but why do the blocks dissapear?
It looks like they're "sizzling away" (or something :P) after they cross the lines.
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Offline Sorunome

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Re: Graviter
« Reply #619 on: November 10, 2011, 01:41:45 pm »
That is just FAR to awesome!!!!!!!!!

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Offline LincolnB

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Re: Graviter
« Reply #620 on: November 10, 2011, 05:09:11 pm »
ZEDD FTW! Zedd is the frikkin shiz!
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Offline C0deH4cker

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Re: Graviter
« Reply #621 on: November 10, 2011, 08:18:11 pm »
Here are some other things i found. I know they probably no longer apply, but what the heck:





Offline leafy

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Re: Graviter
« Reply #622 on: November 11, 2011, 02:31:59 am »
ZEDD FTW! Zedd is the frikkin shiz!

Totally agreed ^^

Here are some other things i found. I know they probably no longer apply, but what the heck:






Awesome bugtesting! I'll hook you up with my latest build so you can do some more >:D
In-progress: Graviter (...)

Offline LincolnB

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Re: Graviter
« Reply #623 on: November 11, 2011, 05:01:41 pm »
Question: how do you do spikes with Zedd?
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Offline leafy

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Re: Graviter
« Reply #624 on: November 11, 2011, 05:03:27 pm »
Could you refine your question? Do you mean taking up only half the tile while colliding with spikes, or dying and resetting the map, or what?
In-progress: Graviter (...)

Offline LincolnB

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Re: Graviter
« Reply #625 on: November 11, 2011, 06:49:20 pm »
Well, I have a spike tile implemented (solid ground is 1, spikes are 2), and right now it's just registering the spikes the same way as solid ground. I'd like to make it so the spikes kill you when you touch them.
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Offline leafy

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Re: Graviter
« Reply #626 on: November 11, 2011, 07:14:11 pm »
The easiest and quickest way to do this is to check the very center of your character and which tile it's in, and make the spike an "empty" tile.
In-progress: Graviter (...)

Offline LincolnB

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Re: Graviter
« Reply #627 on: November 11, 2011, 08:10:09 pm »
oh, so the spike isn't actually a tile, it's just a zero in the tilemap?

And also, how do you do the graphical masking effects? I just have a 768 byte appvar in archive that I read from and copy to the buffer every frame, but that's really memory expensive.
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Offline leafy

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Re: Graviter
« Reply #628 on: November 11, 2011, 08:18:57 pm »
No the spike is a tile, but you treat it like a zero (I'm assuming you won't want to do what I did because it's a bit slow and complicated)

And what do you mean by graphical masking effects? I draw the entire tilemap once, store it to L3, and use RecallPic every frame.
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: Graviter
« Reply #629 on: November 11, 2011, 09:40:27 pm »
I like the new menu Leafiness0. I actually liked the other one a lot, though, with the translucent level selection scrolling screen. However the new one is still looking nice. Actually for some reasons it kinda reminds me of xLIB xLIB Revolution title screen after you press Enter/2nd, for some reasons.

Also nice new features you added since the last time I checked the thread. Are you still preserving some of the old levels despite the graphical overhaul?

Also I'm glad this thread did not turn into an ASM vs Axe debate over here on Omni. <_<
« Last Edit: November 11, 2011, 09:41:27 pm by DJ_O »