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Messages - nitacku
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136
« on: February 14, 2009, 11:05:14 am »
It's not really a glitch. My current simulator makes getting strikes too easy. As of a few hours ago, I've already made some improvements over the old engine. Hopefully there won't be any easy strikes from now on.
I've also added in animation speed, so the ball motion will actually reflect the velocity at which it is traveling. It was always present before, but now it is graphically rendered.
Also, I've re-coded the trajectory curve equation. It forces the user to make much better use of the items now. For example: Without a glove, the ball travels very slowly and has little momentum. With a glove, the ball travels faster, but it becomes more difficult to apply spin. If you pack only spin modifiers, the ball will spin too much and end up in the gutter before it hits the pins. By combining both gloves and spin modifiers, both spin and velocity will balance each other out, allowing the player to throw the ball fast and with enough spin to get a strike. The accuracy is now affected much more by the shoes packed. Without good shoes, the ball has potential to veer off considerably from the designated path.
Hopefully these modifications in addition to the re-coded engine, will make the game much more challenging and interesting.
137
« on: February 13, 2009, 09:29:35 pm »
hmm, maybe we should create a massive Celtic/xLIB tricks & techniques tutorial. I know general tutorials already exist, but there are no special tutorials combining everything the community has to offer.
138
« on: February 13, 2009, 07:30:15 pm »
hmm, I was beaten to the punch I have yet to reveal the animated scrolling background, which i will do, as soon as i write the tutorial. I've also got some interesting masking techniques that you might enjoy.
139
« on: February 13, 2009, 12:54:59 am »
It will easily fit on one flash app page. After all this optimizing, it will be even smaller than before (it had better be ) btw, since I have room in the app, I am considering adding some stuff If you have any suggestions let me know
140
« on: February 12, 2009, 11:15:59 pm »
yeah, i finally have some free time from school. I would have been online last week, but my internet was down quite a bit. (i think all the rain + melting snow caused stuff to short out) The good news is that Charter got it working again.
141
« on: February 12, 2009, 11:07:03 pm »
Need to get back to the Celtic III coding and such. Gotta make it compatible enough to be used reliably...
On another note, Celtic III does explicitly support a scrolling background command.
does it? I'm interested in using it What is the syntax of the command? and yes, you need to finish celtic
142
« on: February 12, 2009, 11:00:10 pm »
aha! why don't you do a calc sprite web comic. You could include characters from Reuben quest or super mario. All you would have to do is setup the scene on calc and take a screenshot It has potential to be really awesome. At least it's an original idea.
143
« on: February 12, 2009, 10:57:21 pm »
yeah, we do need to get a skype chat going sometime. I just want to yell at DJ for posting so many rick roll links. heh, it would be interesting to hear some pronunciations of the nicknames too.
144
« on: February 12, 2009, 10:51:17 pm »
alright, I'll take you up on that offer , although i'm still a little bit away from starting this project. I'll let everyone know when I'm ready for some puzzles.
145
« on: February 12, 2009, 10:48:00 pm »
Yes, I am actually In fact, the strike glitch is what motivated me to re-code bowling. I'm putting of studying for this game. It just goes to show how much the glitch is irritating me
146
« on: February 12, 2009, 10:40:34 pm »
Ok, so this is my take on re-optimizing Bowling. I've scanned the entire code (all 1646 lines) and optimized the whole thing, especially the recognized bottlenecks. I've also tweaked the graphics a bit and introduced a new scrolling background method to create animated scrolling backgrounds. Yep, animated scrolling backgrounds. Now, I'm ready for grayscale I'm finished with the optimization part, so now all I need to do is re-code the physics simulator. I've been procrastinating on this part for a while now. It's the most complicated part of the entire game, and I just don't know where to begin. I have to integrate multiple variables into the simulator and have it return an acceptable result. The variables include: Spin vector (magnitude & direction), velocity (gloves and throw meter control this), entry angle (result of some calculus), Accuracy (shoes control this), mass (not actually used currently), direction, and initial position. Combining these with actual lane & pin dimensions has proven to be a difficult task. Here is a screenshot of everything so far: (I had to hurry since imageshack only allows files less than 1.53mb)
147
« on: February 12, 2009, 09:36:20 pm »
That reminds me, I still have to create a tutorial on making scrolling backgrounds. I've stumbled upon a way of creating animated scrolling backgrounds today, so I'm pretty hyped up. Next is grayscale scrolling backgrounds... seriously.
148
« on: February 12, 2009, 09:27:55 pm »
Well, I'm starting up an old project. As many of you may know, a project called Protocol was being developed by me and few others at UnitedTI. However, the project has been idle for more than a year now, so I'm going to pick up where it left off. Actually, I'm planning on creating a puzzle game rather than a full blown rpg. The idea here is user generated puzzles. The game will be an rpg in the sense that you control a character around a dungeon/puzzle, but the game will purposely never have an intricate story line or battling elements typically found in an rpg. The main gameplay will essentially be multiple levels/dungeons from which you must escape. I will make creating and integrating puzzles with game very easy in hope that there will be many puzzles for the user to choose from. Even if no one else contributes, I'll create puzzles of my own, as to make sure the game has at least some puzzles. Currently the game is in the planning stage only. I've got too many other project right now to finish up before i really get into this one, but those projects should be finished soon. Expect major development in the future. To raise some excitement, here is a animated screenshot of the title screen: hmmm, there is supposed to be contrast control too, but the screenshot doesn't reflect this...
149
« on: February 12, 2009, 08:59:07 pm »
This game should be given some grayscale awesomeness. Actually, I'm willing to assist with grayscale if you are interested. I've been watching this project for some time now and I'm really excited to try it out.
150
« on: February 12, 2009, 08:50:16 pm »
metagross, what sort of Celtic project are you planning? I'm using Celtic in a number of my projects, mainly for copying programs from an archived app var to ram. Celtic also allows you to read/write to programs, so you can create programs that create programs. I've found this particularly useful for creating installation programs or finalizing programs with hacked variables. In combination with XtraVar, I use Celtic to replace the normal variables in a program automatically with hacked ones as to avoid archive issues when programs are run from a user's calc.
I've also used Celtic to pack multiple programs into a single app var. I used Celtic to compress each subprogram to a single line, then i copy that line to the app var. This way all the subprograms are accessible by telling Celtic to retrieve a specific line number from the app var. The process is almost instantaneous and allows you to store huge libraries of subprograms/functions on your calc at no expense, other than a bit of archive memory.
Through testing, I've also verified that Celtic can copy assembly programs. Although you wouldn't be able to compress the asm programs into a single line, you could use Celtics (table?) functionality to map the contents of the app var. I've never tried this method, but it should be possible.
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