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Messages - leafy
Pages: 1 ... 87 88 [89] 90 91 ... 104
1321
« on: February 26, 2011, 05:18:42 pm »
Thanks  I've gotten gravity-affected walls working now. I think I should also put in timed-walls. Also, since I'm using expressions to determine the directions of stuff, horizontal doors wasn't really a problem. That's the whole challenge of writing Graviter, because I have to generalize everything to four directions and write an expression that fits all. If only there were a rotate sprite function for 5x5
1322
« on: February 25, 2011, 11:56:28 pm »
Actually, this is from my own game, Graviter. I just borrowed a ton of sprites from BuilderBoy.
1323
« on: February 25, 2011, 11:23:23 pm »
Overclocking? Or something else that wouldn't affect getKey speeds
1324
« on: February 25, 2011, 11:07:08 pm »
A quick one.  I don't know, I think it would only fit into tilemapping though.
1325
« on: February 25, 2011, 11:05:00 pm »
Looking great! I assume that it was a really quick screenie, as you never even changed gravity. 
Lol yeah, also in the first few levels gravity is turned off until you get the gravity-reversal device (Section is just to teach basic controls and such before giving gravity-induced headaches.) EDIT:
1326
« on: February 25, 2011, 11:01:08 pm »
As promised, a quick screenshot. I skip through the levels a bit, just to give an idea of what they're like 
1327
« on: February 25, 2011, 10:33:23 pm »
Oh snap things are growing.
1328
« on: February 25, 2011, 10:32:12 pm »
Epilepsy is the Porygon episode.
1329
« on: February 25, 2011, 10:30:33 pm »
Do you want pixel-based detection or tile based detection?
1330
« on: February 25, 2011, 10:28:10 pm »
.ROUTINE mapdata->GDB1
"0123456789ABCDEF"->Str1 "Str1"->Str2 0->C->D For(G,0,23) .23 is the size of the map minus one. If {GDB1+G}->A={GDB1+G+1} and (C!=14) . "!=" is the does not equal sign C+1->C Else {Str1+C+1}->{L1+D} {Str1+A}->{L1+D+1} D+2->D 0->C End End GetCalc(Str2,C)->M Copy(L1,M,C) Return
But when there's more than 16 of any character it screws up. I think this could be solved, for instance, if there were 20 zeros just make it F040 or something.
1331
« on: February 25, 2011, 10:24:50 pm »
This is turning out amazing. I love the tiles, they remind me of the obligatory "underground/temple" levels in platformers  Can't wait to see more!
1332
« on: February 25, 2011, 06:43:49 pm »
Can I post some?
1333
« on: February 25, 2011, 06:37:06 pm »
Alright, level design and input is coming along quite nicely. I'll have to get RLE working, though. It's at 10,000 bytes and 4,500 of those are levels. Each level takes about 560 bytes. (I've got 9 levels inputted so far, and subroutines to add objects also take up space.)
I'll get a screenie up later today.
1334
« on: February 24, 2011, 06:31:24 pm »
Hm...I'm not going to do capping right now as that could be fairly complicated  i guess you just pause an increment of time based on the number of objects on the screen, but that's not a top priority for now. EDIT: For the entering and exiting levels I just made the guy walk into a door, the level shifts horizontally and shifts in the new level, then the guy walks out of another door. But now I need to make sure I make the spawn point on the ground
1335
« on: February 24, 2011, 03:11:01 pm »
Speed tests! Each one is based on a 5000 frame sample, while jumping around and throwing boxes around.
1 box, 1 switch/door: 63.55 FPS 2 boxes: 58.59 FPS 3 boxes: 52.08 FPS 4 boxes: 47.92 FPS 5 boxes, 43.98 FPS
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