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Omnimaga
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Serenity
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Serenity
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Topic: Serenity (Read 69769 times)
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DJ Omnimaga
Clacualters are teh gr33t
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Re: Serenity
«
Reply #135 on:
December 10, 2009, 10:31:01 pm »
wow nice looking. Nice job
Btw what's the new plan (if any) for amount of sectors and rooms in the game?
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Builderboy
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Re: Serenity
«
Reply #136 on:
December 10, 2009, 11:10:08 pm »
Currently I am planning 3 sectors for the game (unless i can come up with a new item/power, but i think not) each having more rooms than the next. The 1st Sector has 16 rooms (as you can see by the screenie) the second and third are not set in stone yet, but have about 20-25 each. I am also hoping to get the last 2 sectors less linear, as in not just solve rooms as you go.
I am also planning a way to get enemies to do other things than just move back and forth. Such as chase you or move in circles. This won't be implemented in the 1st sector though, to give time for the user to get used to the enemies
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DJ Omnimaga
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Re: Serenity
«
Reply #137 on:
December 10, 2009, 11:14:00 pm »
Cool that will increase game lenght a lot ^^
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Eeems
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Re: Serenity
«
Reply #138 on:
December 10, 2009, 11:20:14 pm »
Sweet! This gets me pumped! Can't wait for you to post some screenies of te enemies when you finish implementing them :p
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/e
Builderboy
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Re: Serenity
«
Reply #139 on:
December 11, 2009, 01:10:07 am »
Well, since they are not going to be in the 1st sector (and so not in the demo) i won't worry about them untill i get the demo out. Glad you're excited though!
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ztrumpet
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Re: Serenity
«
Reply #140 on:
December 11, 2009, 06:13:53 pm »
How long do you think it will be untill a demo?
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Builderboy
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Re: Serenity
«
Reply #141 on:
December 11, 2009, 07:11:50 pm »
I have no idea, although winter break is coming up, so hopefully that gives me a good amount of coding time
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ztrumpet
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Re: Serenity
«
Reply #142 on:
December 11, 2009, 07:54:07 pm »
Awesome! This is going to be cool.
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Re: Serenity
«
Reply #143 on:
January 01, 2010, 02:26:22 pm »
Builderboy, I decided to tell you the way Metroid Pi handles enemys. You could use this to make the enemies go in circles.
Harrierfalcon used two lists, one for the X list and one for the Y list.
ex:
{1,2,3,3,3,2,1,1->L1 //X list
{1,1,1,2,3,3,3,2->L2 //Y list
dim(Ans->D
1->A
...
Movement Engine Loop
...
Text(-1,7L2(A),6L1(A)," "
A+1-D(A=D->A
Text(-1,7L2(Ans),6L1(Ans),"Q //Enemy Sprite
...
End
What do you think? Did you already have a method for this? How's Serenity going?
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If I'm wrong, please correct me!
Unfinished Projects:
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Builderboy
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Re: Serenity
«
Reply #144 on:
January 01, 2010, 03:12:37 pm »
Thats very nice! Here i was thinking it was following the contors of the walls
I am currently in the design process of other enemy sub-programs that will do more things than just go back and forth. Some will go round in circles (havan't decided completely on the method, but preprogrammed paths would work very well) and then some that actively chase you
Progress is going slow though, unfortunately, and i haven't made any major milstones worthy of an update. Mostly just fixing small things, and preparing for the jump to xcopy. (kinda nervous about that one, kinda putting it off
)
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DJ Omnimaga
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Re: Serenity
«
Reply #145 on:
January 02, 2010, 04:41:14 pm »
i dont remember how I handled enemies in Metroid evolution, but those that went diagonaly kinda changed directions gradually due to a bug in my movement engine, that i finally left in because it looked cool. For example, when enemy bounced on a wall, it ddint immediately change direction, it stopped moving in the direction it was moving to for one frame, then started moving in opposite direction afterward.
«
Last Edit: January 02, 2010, 04:46:32 pm by DJ Omnimaga
»
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ztrumpet
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Re: Serenity
«
Reply #146 on:
January 02, 2010, 04:42:52 pm »
That looks cool! I don't know how to code that, but it sure is neat.
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If I'm wrong, please correct me!
Unfinished Projects:
Elmgon
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Basic
Movement Demo
Homescreen Game Pack
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Basic
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Demo
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Completed Projects:
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Midnight
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Drifter
|
Axe Snake
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Jump!
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Factory Theta
|
Spider
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Plot Drop
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Papi Jump
|
Numb3rs
|
Nibbler
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Boost
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Duel Tile Map Editor
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Homescreen Map Editor
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Key Group Check
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DJ Omnimaga
Clacualters are teh gr33t
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LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Serenity
«
Reply #147 on:
January 02, 2010, 04:50:17 pm »
I added a second screenshot because the first did not show that side effect of my enemy movement that made enemies look like they easily can slip through narrow areas
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Builderboy
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Re: Serenity
«
Reply #148 on:
January 02, 2010, 05:06:26 pm »
Wow, that does look really cool! ^^
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Builderboy
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Re: Serenity
«
Reply #149 on:
January 18, 2010, 12:20:51 pm »
Alright, just a small update to let you all know that this is still being worked on. Progress is slow though, as I've reached a very dangerous part in the implementation, and I'm being very careful. I find myself running out of memory, and so I've had to use XCOPY more than I originally intended, so I have programs created with XCOPY creating more programs.
It also doesn't help that all my sub programs are split up right now, so it makes it a bit harder to anticipate what subprograms will be bunched together in the final version. Anyway, just wanted to say that progress is being made, albeit slowly and carefully, I've never worked with XCOPY before, so I am being very carefull.
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Omnimaga
»
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Discontinued
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Serenity
(Moderator:
Builderboy
) »
Serenity