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Messages - leafy
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211
« on: July 30, 2012, 08:25:42 am »
You guys seem to be forgetting that this isn't an exact port. You aren't stealing Notch's work; you're making a clone. That being said, while it isn't exactly original, it certainly isn't illegal.
212
« on: July 28, 2012, 03:03:28 pm »
Meta means something purely in the abstract realm. I'm not quite sure what it stands for in this particular game, however
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« on: July 27, 2012, 03:14:08 pm »
At this point in development, I would say don't go with scrolling. It would probably involve rewriting most of your code, and the finished product might not even be as good as what you have now.
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« on: July 26, 2012, 04:03:21 pm »
Wow, that's fantastic! I still find it amazing that Chipmunk can even run on a calculator, so this is all very cool stuff  I'm more familiar with Box2D myself, but I've heard that Chipmunk is better at handling large numbers of objects, so it should be interesting to see what people can come up with.
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« on: July 26, 2012, 09:36:46 am »
Just treat enemies as you would tiles. Even though they move around, they still have an absolute position that you can adjust according to the camera's x and y to draw onto the screen. It takes a bit to bend your mind around the concept, but once you get it it's actually quite simple ^^
216
« on: July 25, 2012, 08:52:57 am »
Congratulations squidgetx and Builderboy! That was a really close one at the end, and I have to say I consider both works of equal merit. Great work also to cyanophycean314 and Adriweb for their awesome submissions  This year was really very competitive!
217
« on: July 22, 2012, 04:48:35 pm »
Actually, ferromagnetism and ferroelectrics are two separate things, but they can sometimes be considered in the same ways
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« on: July 22, 2012, 04:08:24 pm »
Hey guys, You're probably wondering what I've been up to this whole time. After losing my calculator, I signed up with a fellowship at the SUNY Stony Brook campus, where I'm working with a professor and some grad students in looking at properties of ferroelectrics. In my spare time, I've also been helping a grad student develop a ferroelectric electrical testing setup from scratch, using an Arduino and some spare circuit components. Before I went, the project was just another crazy idea in the mind of my mentor, but I've been helping to make that idea into a reality. Check out my blog for more info!
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« on: July 21, 2012, 10:24:40 pm »
I would, but they rejected The Mighty Jill Off
220
« on: July 20, 2012, 09:20:35 pm »
K um...who cares about the "theme" of the game? If an effect (like portals, or black holes, etc) is seriously badapple, keep it! I would rather play a disjunct collage of incredibly awesome (think Little Big Planet) than a lack-luster but more make-sensical video game.
I totally agree with you! I think my biggest problem, more specifically, is that it's very difficult to combine all these myriad elements into a level that actually flows together smoothly. The problem (or how I see it) with the old Graviter is that I tried combining too many elements all at once, and levels quickly became cluttered and slow.
221
« on: July 20, 2012, 01:41:34 am »
Yeah - after making the screenshot, I was actually planning on taking them out because 1) the logical disconnect and 2) the way I was removing the objects was horrid. I actually have trashed a ton of elements like black holes and the portals simply because I couldn't get them to work with the theme of the game. As for the source, I still have a couple more recent ones that I'll look through, but no guarantees
222
« on: July 19, 2012, 03:13:27 pm »
Oh yeah, I think they're still in the code but I just disabled them for testing purposes. I'll see if I can reenable some of these features.
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« on: July 19, 2012, 03:11:33 pm »
The title screen is actually there, it's just I made a mistake with the message to the zContest judges so you don't actually see it if you try and exit that screen by pressing 2nd or Enter (the getKey delay is too short).
I don't know what you mean by the death animation - I thought there never was one?
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« on: July 19, 2012, 02:05:50 pm »
Or I could just comment out the code that lets you swap gravity, if someone could recompile that for me
225
« on: July 19, 2012, 09:10:58 am »
The thing is, I don't think I have the old versions anymore - they were all lost and I don't recall making any backups. Even if there were backups, they'd probably take me millenia to find
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