Author Topic: Progress of "M"  (Read 94299 times)

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metagross111

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Re: Progress of "M"
« Reply #120 on: November 17, 2008, 07:03:46 pm »
meh, fooey on youtube >:[

Offline calc84maniac

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Re: Progress of "M"
« Reply #121 on: November 20, 2008, 11:30:21 am »
I made a new Youtube video of my progress! ;D

http://www.youtube.com/watch?v=i50pu2SkINg
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

metagross111

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Re: Progress of "M"
« Reply #122 on: November 20, 2008, 05:25:12 pm »
that was not, cool.....

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Re: Progress of "M"
« Reply #123 on: November 20, 2008, 06:24:28 pm »
FUCK x.x not again ;.;

you got me here :P

metagross111

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Re: Progress of "M"
« Reply #124 on: November 20, 2008, 06:54:40 pm »
i would be banned for saying **** <_<

Offline fugot

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Re: Progress of "M"
« Reply #125 on: December 04, 2008, 07:44:33 pm »
any more progress?

metagross111

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Re: Progress of "M"
« Reply #126 on: December 04, 2008, 08:16:35 pm »
nah, calc84maniac's been pretty quiet recently

Offline calc84maniac

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Re: Progress of "M"
« Reply #127 on: December 05, 2008, 01:12:27 am »
Well, technically I've been improving the graphics routines (i.e. the tilemapper and sprite routines). I've been avoiding having to work with hills... :P
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline necro

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Re: Progress of "M"
« Reply #128 on: December 05, 2008, 04:37:32 am »
is it grid based or triangle based? Also are the slopes always .5 or are there other slope ratios
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Offline calc84maniac

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Re: Progress of "M"
« Reply #129 on: December 05, 2008, 11:52:57 am »
It's grid-based, but it calls the tile collision callbacks each frame so I can customize the collision if I need to. (You know, check the coordinates of the object and see if it collided with the slope :P)
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

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Re: Progress of "M"
« Reply #130 on: December 05, 2008, 03:20:35 pm »
i wouldnt want to mess with slopes, it must be very hard to code x.x, I don't recall seeing any SMB clone/pirate game for calc/PC respectively that had working slopes. Usually those that handled them did it in a glitchy way, especially the sliding

I also noticed you haven't been around much lately, same for Necro O.O

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Re: Progress of "M"
« Reply #131 on: December 05, 2008, 03:40:46 pm »
I've been finishing up my course work and getting reay for my exams for the quarter

if its grid based, would a lookup table be quicker than actualy trying to do the math?
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metagross111

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Re: Progress of "M"
« Reply #132 on: December 05, 2008, 05:29:39 pm »
in pure basic terms, i can sort of see how it can be coded.

but beyond that i dont think it would be terribly hard >_>

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Re: Progress of "M"
« Reply #133 on: December 06, 2008, 01:39:25 pm »
It already uses a LUT for the tile callbacks, and the math is quite simple... it just has to take the position collided within the tile and compare the x and y coordinates. Right now I even have it so that it makes sure his head won't go through a block when he's going up a hill. :D However, there is a bit of a glitch that happens with objects 8 pixels high... and I'm pretty sure what it is, too.

In other news, I updated his horizontal acceleration code to make it more accurate to the originals: when he's jumping, he does not accelerate or decelerate unless you press an arrow key. He used to go back to zero velocity just like he was on the ground.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

metagross111

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Re: Progress of "M"
« Reply #134 on: December 06, 2008, 09:11:27 pm »
lol