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Messages - ben_g
1
« on: February 07, 2016, 08:36:59 pm »
I tried messing around with it, but I couldn't get your current algorithm to work, so I tried it with a different one. Lbl ROT r1*C-(r3*S)//128->r5 r1*S+(R3*C)//128->r3 r5->r1 r1*48//r3+48->{r4}^^r r2*48//r3+32->{r4}^^r Return
If the sign bit of r3 is set, then the vertex was behind the camera and you shouldn't draw it. This code is just something that seemed to work for me, nothing more, so it's possible that it isn't the most optimized version and that there are still a few problems with it (especially since I programmed it at 2:00). Keep in mind that a line of 10 units tall and only 3 units away from the camera requires a very wide field of view to be seen. I've tried a line of 10 units tall and 20 units away. On irc, you also asked me what the 48 means at the start of the last 2 lines. This is a constant related to the screen's size and the FOV. This is a sketch of the camera: The angle between the black lines is the field of view (in this case 90°). The green line represents the screen, which is in our case 96 pixels wide. The blue distance, which is perpendicular to the screen, is the constant we need. With a field of view of 90°, this distance is equal to half of the screen width, which is 48. I hope that this makes it clear. If not, feel free to ask and I'll try to improve my explanation tomorrow.
2
« on: October 10, 2015, 05:22:49 pm »
This is a great project, both graphically and gameplay-wise. There's also a lot of attention to detail, especially for a calculator game.
Is this project still alive? And if not, is the source code available?
(For those willing ty try it, I'd reccommend playing it on an emulator, as there doesn't seem to be a way to quit the game apart from dying (which is sometimes impossible when you get stuck).
3
« on: September 04, 2015, 09:35:23 am »
That seems to be the body of an SMF function (the account system is handled entirely by SMF). I don't know if I can change that without making the entire site use https...
4
« on: September 03, 2015, 07:24:38 pm »
If you mean the border and/or the footer: that's seen as a website issue (and other pages have it too). That will be fixed when I'll start on fixing browser display issues of the website itself. If you mean the http:// thing, it's because ssl is off by standard on the website (to enable caching and save bandwidth). The site should work fine with ssl if you use https://velocitygames.tk/platformer.php .
5
« on: September 03, 2015, 05:30:39 pm »
Big update: The level editor is out of alpha. There are still a few unfinished extra's in the community hub, but everything should be stable and reliable enough for the public release now. The level handling system is now also completely rewritten. It now congratulates you after every level and waits for you to click a button before moving on to the next one. It also gives you the option to return to the main menu there, and when you were playing an online level, it also gives you the options to upvote/downvote that level (in case you haven't voted already), as well as an option to return to the community hub, which will open the page of the level you just played again so you can place a comment if you want. There is also a guide now that tells you some basic tips for beating the game, and it also explains how to use the level editor. I hope you'll enjoy this update. The platformer is now hosted on http://velocitygames.tk/platformer.php , but the old page should redirect you there.
6
« on: July 25, 2015, 02:40:50 pm »
I've played through the first level of the game and I like it! I think the check points are well spaced and the enemy placement and speed seems good. It does indeed remind me of the world's hardest game except in platform style, but that's not a bad thing. It also kind of reminds me of VVVVVV in that your goal is to evade enemies since you have no way to kill them. I wondered initially if a variable height jump might be good, but after playing it some I think it's fine how it is. Things I'd like to see: Joystick support if possible. Using the arrow keys is ok, but a joystick would be awesome. Also perhaps a calc version for the new CE model? *nudge nudge wink wink*. I know that one is a bit of a long shot, but it'd be cool to see and a nice fit for the platform I think. So yea, great job so far!
*Edit* Also maybe make it so the player can't move immediately after dying and perhaps add in where the player flashs for a few moments (to indicate death). Sometimes I find myself dying multiple times in a row after respawn simply because I'm still holding the arrow key after dying. And oh yea!, perhaps a simplistic death animation.
*Edit2* Another thought: IIRC, red green color blindness is the most common. I think red is good and universal for danger, but perhaps make it a darker red to help differentiate between enemies/ things that kill you and the player/exit.
I'll add joystick support if I can figure out how. A calc version for the CE would be hard since I don't know ez80 asm, but Alexgt from Codewalrus is planning a version for the HP Prime. As for the colour blindness: I thought it was okay since it's bright red and (relatively) dark green. I'm not sure how to check for visibility though. Would simply converting a screenshot to greyscale a good way, or should I try to merge the red and green channels? ಠ_ಠ
Also, why is the game all inline?
I guess that happens because not everything is according to the standards. Does it mess up for you, or is it just showing a warning? The game is inline because that way it was easy to distribute (single file), and I only started using seperate files in the dev version. It'll be changed in the next update.
7
« on: July 08, 2015, 02:54:36 pm »
Wait, this is in a release stage? aaaaawwwweeesooomee!!!
Let's call it "public beta" I just decided that with 3 levels and a tutorial, it actually became a fun game, instead of a simple proof of concept. So I decided to finally write a topic about it. EDIT: the highscores have been moved to local storage instead of in the cookies, so if you still have any old highscores, they should be migrated to make them work again. There's an option to do that in the changelog.
8
« on: July 07, 2015, 06:55:43 pm »
I just tried "The Worlds Hardest Game" and gameplay-wise, my platformer does seem to be a platformer version of that The images should be fixed now. The forum is SMF and it's hosted (together with the rest of the website) on a Windows 7 conputer that we never turn off, using XAMPP to make the site work.
9
« on: July 07, 2015, 06:27:22 pm »
As you may have already seen or heard on IRC, I'm working on a platformer game. At first, this game was meant as an exercise to learn javascript, but I liked it, so I continued working on it. The point of the game is to get to the green square at the end of the level, while everything that's red is out there to kill you. It's a simple concept, but the game can be quite challenging in some areas. Here's a screenshot: You can play it here: http://velocitygames.tk/platformer.html The server we host it on doens't have a very good uptime though, so if it's down, just try again later. To give you guys a challenge: here are my scores from when I was testing the score displaying code: These aren't my best scores, but I did get a lot of practice while testing, so they probably aren't that bad either. Feel free to post your scores below. Currently, there are 4 levels (including the tutorial), but more will be added later. This topic is also posted on Codewalrus.
10
« on: June 20, 2015, 11:40:56 am »
I have pretty much no experience with card games, but this sounds like a well organized and fun project. While I never made a complete mobile app, I already played around a bit in Android Studio, so I do have a tiny bit of experience on that site. Further, I'm decent in java (which is the default programming language of android). BUT:I'm often busy with other stuff, so I can't promise that I'll be able to spend a lot of time on this if I'd join your team. In short, I don't see myself as 'worthy' of being paid for it, but if you're still looking for programmers, then I could do some programming as a volunteer. But I'd like to hear more details about how the programming will be done first.
11
« on: June 15, 2015, 05:27:23 am »
I think I know what my approach (in Ti-BASIC) will be. It will be very slow when golfed completely, and I don't think we should expect any of these to be of practical speed.
yeah, Ti-Basic already needs about a minute to update every pixel without doing any logic. I hope you're patient, c4ooo Since Axe is also counted based on source code size now, I think I'm going to try that now.
12
« on: June 04, 2015, 04:13:23 pm »
Unfortunately, wayback doesn't seem to like my slow, unstable internet connection and it keeps aborting my download after a few megabytes. Looks like I'm stuck with less content for now.
13
« on: June 04, 2015, 02:02:49 pm »
I just downloaded and played the demo, and it was a fun game. It's on of those games that proves that graphics don't have to be HD to look beautifull. The gameplay also deffinately has potential, but I only played the demo (which is pretty much a tutorial), so I don't know how it'll work later in the game.
It's €19,99 on steam though, which seems quite expensive to me for a game that's still in beta.
14
« on: June 01, 2015, 06:54:18 pm »
Did your ball machine became too big. It starts messing up the spacetime around it, causing physics glitches.
I looked at my profile earlier today: * ben_g is evil
15
« on: May 27, 2015, 07:42:16 am »
Wow, so tall
Will it actually be able to lift the balls to that height? That would be aazing.
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