Author Topic: Maximum Security: DT's (formerly) unnamed puzzle platformer  (Read 84689 times)

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Offline Spenceboy98

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Re: DT's unnamed puzzle platformer
« Reply #15 on: September 13, 2012, 07:00:01 pm »
OMG THAT'S AWESOME!
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Offline cyanophycean314

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Re: DT's unnamed puzzle platformer
« Reply #16 on: September 13, 2012, 09:06:16 pm »
It does look really nice! :) Keep it up!

Offline LincolnB

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Re: DT's unnamed puzzle platformer
« Reply #17 on: September 13, 2012, 09:43:37 pm »
very impressive - how are you dealing with water particles? don't tell me you're doing that much cellular automata at 6mhz :)
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Re: DT's unnamed puzzle platformer
« Reply #18 on: September 14, 2012, 06:34:28 pm »
Nope, the water is actually part of the tilemap. (Long story. Might post a tutorial on it later.) This way there's hardly any noticeable slowdown even when the entire screen is filled with water (and yes, if you leave it long enough it looks like that) :)




Offline Builderboy

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Re: DT's unnamed puzzle platformer
« Reply #19 on: September 14, 2012, 10:19:06 pm »
It reminds me a little bit of Minecraft water :D And it looks super epic as well!  The physics of this game look like it's going to make the gameplay fantabulous, can't wait for more updates  ;D

Offline aeTIos

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Re: DT's unnamed puzzle platformer
« Reply #20 on: September 14, 2012, 11:38:42 pm »
Looks quite nice :D
aka. ZOMG ZOMG SUPER EPICS!


(nice 6x6 sprite you got for the char :o )
« Last Edit: September 14, 2012, 11:40:08 pm by aeTIos »
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Offline Deep Toaster

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Re: DT's unnamed puzzle platformer
« Reply #21 on: September 15, 2012, 10:02:45 am »
It reminds me a little bit of Minecraft water :D
Sorta like that, I guess.

Basically, each tile in the tilemap has two bytes. The first byte is the actual tile (block, crate, space, etc.). The second byte is the amount of water in that tile. When water "flows," I look for an empty tile on the row below it and add water to it. (Something like that.)

To make things simpler, all tiles are monochrome, so they get drawn to the main buffer and the back-buffer is all for water. I keep the main buffer static for speed (it gets drawn once at the beginning and only parts that need to be changed get changed), but since water tends to move around a lot, I redraw the back-buffer every frame.
And it looks super epic as well!  The physics of this game look like it's going to make the gameplay fantabulous, can't wait for more updates  ;D
Thanks! I really wanted to make something physics-y a few months back, and this is what I came up with.
(nice 6x6 sprite you got for the char :o )
I thought it looked like a headless gorilla, but I guess you don't get much room with 6x6 ;D




Offline shmibs

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Re: DT's unnamed puzzle platformer
« Reply #22 on: September 15, 2012, 06:35:51 pm »
very impressive - how are you dealing with water particles? don't tell me you're doing that much cellular automata at 6mhz :)
so it is cellular automata, just with 8*8 cells

this _is_ looking pretty cool =) what kinds of traps do you have planned? maybe this could be some sort of prison-break thing? maybe something bioshock-esque? a high security prison underneath the atlantic ocean.
« Last Edit: September 15, 2012, 06:36:39 pm by shmibs »

Offline Deep Toaster

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Re: DT's unnamed puzzle platformer
« Reply #23 on: September 15, 2012, 06:46:17 pm »
very impressive - how are you dealing with water particles? don't tell me you're doing that much cellular automata at 6mhz :)
so it is cellular automata, just with 8*8 cells
Well, it's not in a list, so I'd say it's more of a second tilemap.
this _is_ looking pretty cool =) what kinds of traps do you have planned? maybe this could be some sort of prison-break thing? maybe something bioshock-esque? a high security prison underneath the atlantic ocean.
That's a nice idea :o




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Re: DT's unnamed puzzle platformer
« Reply #24 on: September 15, 2012, 07:38:35 pm »
wow, awesome ideas there :D

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Offline Builderboy

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Re: DT's unnamed puzzle platformer
« Reply #25 on: September 15, 2012, 09:09:22 pm »
Well, it's not in a list, so I'd say it's more of a second tilemap.
It is still technically a grid of cells that evolve in the simulation based on a certain set of rules, so I still think it is classified as a cellular automaton^^

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Re: DT's unnamed puzzle platformer
« Reply #26 on: September 16, 2012, 10:29:38 pm »
Basically, each tile in the tilemap has two bytes. The first byte is the actual tile (block, crate, space, etc.). The second byte is the amount of water in that tile. When water "flows," I look for an empty tile on the row below it and add water to it. (Something like that.)

To make things simpler, all tiles are monochrome, so they get drawn to the main buffer and the back-buffer is all for water. I keep the main buffer static for speed (it gets drawn once at the beginning and only parts that need to be changed get changed), but since water tends to move around a lot, I redraw the back-buffer every frame.

Very clever. Is there any kind of buoyancy involved?
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Offline Deep Toaster

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Re: DT's unnamed puzzle platformer
« Reply #27 on: September 17, 2012, 01:00:35 am »
Well, it's not in a list, so I'd say it's more of a second tilemap.
It is still technically a grid of cells that evolve in the simulation based on a certain set of rules, so I still think it is classified as a cellular automaton^^
You're right, it's basically cellular automata with seven possible states per cell. I think I forgot what a cellular automaton was there :/
Basically, each tile in the tilemap has two bytes. The first byte is the actual tile (block, crate, space, etc.). The second byte is the amount of water in that tile. When water "flows," I look for an empty tile on the row below it and add water to it. (Something like that.)

To make things simpler, all tiles are monochrome, so they get drawn to the main buffer and the back-buffer is all for water. I keep the main buffer static for speed (it gets drawn once at the beginning and only parts that need to be changed get changed), but since water tends to move around a lot, I redraw the back-buffer every frame.

Very clever. Is there any kind of buoyancy involved?
There will be! Or at least that the character will be able to move up and down and "swim" at a slower speed in the water. Otherwise there's not much point in it being there :)




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Re: DT's unnamed puzzle platformer
« Reply #28 on: September 17, 2012, 02:22:03 pm »
"Watercooling Turret"
"Turret underwater"
"Wet escape"

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Offline leafy

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Re: DT's unnamed puzzle platformer
« Reply #29 on: September 17, 2012, 03:49:52 pm »
I thought you already named it Turret :P
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