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Messages - leafy
Pages: 1 ... 70 71 [72] 73 74 ... 104
1066
« on: April 05, 2011, 01:01:09 am »
Hang on, that means we inflate the over ninethousand values by DJ_O, meaning that they're more important than AXE? Wait, then again, DJ_O could be negative or less than one. Never mind.
1067
« on: April 05, 2011, 12:48:57 am »
Hehe I used the HL2OP engine in Graviter (or I tore a lot of it out of SirCmpwn's code) I would like a playable demo very much, if only to help find bugs  I'm pretty good at doing that.
1068
« on: April 05, 2011, 12:45:06 am »
Alright awesome  I really like this project, it's one of the most open-ended platformers I've seen yet.
1069
« on: April 04, 2011, 10:35:37 pm »
Sounds awesome.
1070
« on: April 04, 2011, 10:27:36 pm »
Hm. If you send me your code I might be able to help you. I don't think it's that big a problem and I could also improve your platform detection while I'm at it - it's still a bit glitchy.
1071
« on: April 04, 2011, 06:24:23 pm »
I'll post a screenshot later today or early tomorrow if I have time.
Things I've improved: Engine speed (massive improvements) Added horizontal gravity directions
Things I have yet to do because of optimizations: Holding boxes Enemy spike things switch/doors
The screenie i'll post is a sample of a middle to early campaign level.
1072
« on: April 03, 2011, 02:53:12 am »
Sued. :O CLASS ACTION AGAINST THEPENGUIN777!!!!!111 I think the jump from 55 to 71 kind of gave it away.
1073
« on: April 03, 2011, 02:51:43 am »
Well, that's the speed it goes at in the real game. I tried to mimic it as best as possible so the platforming in the real game would translate well into the port. Mapping has been resumed.
Also I think the new DispGraphr has some issues; it displays garbage above my sprites sometimes. I'll look more into this.
1074
« 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!
1075
« on: April 02, 2011, 08:06:58 pm »
This I like. Awesome work!
1076
« on: April 02, 2011, 03:55:06 pm »
Hm I was thinking instead of dividing the velocity in order to get longer jump time like you do, divide the position instead to get smoother motion and such.
1077
« on: April 02, 2011, 01:51:08 pm »
I was thinking about problems with the final boss fight but now that I think about it it shouldn't be much of a problem.
1078
« on: April 02, 2011, 01:48:23 pm »
Hm the HUD is a bit big for my tastes. Is the title motherload really necessary? You could save space by shrinking the fuel gauge a bit and removing that. Of course, it's your decision.
1079
« 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.
1080
« 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!
Pages: 1 ... 70 71 [72] 73 74 ... 104
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