Author Topic: Your Projects - Post and Critique  (Read 117051 times)

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SirCmpwn

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Re: Your Projects - Post and Critique
« Reply #90 on: March 18, 2010, 07:11:51 pm »
Lol, I just realized that Half Life 2 has been through 3 different versions of Axe, all requiring me to change code when I upgraded.

Offline DJ Omnimaga

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Re: Your Projects - Post and Critique
« Reply #91 on: March 18, 2010, 07:57:10 pm »
really? I thought most versions had similar syntax. I hope it won't continue to change too much in future ones, else it might be a bit annoying for projects in the works x.x

For alerady finished products, it might be fine, though, since the code is compiled.

SirCmpwn

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Re: Your Projects - Post and Critique
« Reply #92 on: March 18, 2010, 08:14:44 pm »
Well, the biggest one was the commenting standard changes.

Offline Eeems

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Re: Your Projects - Post and Critique
« Reply #93 on: March 22, 2010, 06:38:14 pm »
Well I've been working on a mario physics engine :P hope you like it. It's a little glitchy on slopes still though.
« Last Edit: March 22, 2010, 06:39:29 pm by Eeems »
/e

SirCmpwn

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Re: Your Projects - Post and Critique
« Reply #94 on: March 22, 2010, 06:42:05 pm »
Kewl!

Offline Hot_Dog

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Re: Your Projects - Post and Critique
« Reply #95 on: March 22, 2010, 11:37:00 pm »
Well I've been working on a mario physics engine :P hope you like it. It's a little glitchy on slopes still though.

Sweet, Eeems!

Offline Builderboy

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Re: Your Projects - Post and Critique
« Reply #96 on: March 22, 2010, 11:41:52 pm »
Hey thats really neat!  Yeah slopes are a bitch :P you seem to have handled them well though ^^

Offline DJ Omnimaga

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Re: Your Projects - Post and Critique
« Reply #97 on: March 22, 2010, 11:44:57 pm »
wow awesome!

Since Calc84maniac is alerady working on a Mario game, though, do you think maybe you could adapt the engine for another game, maybe like Ys III for the SNES/Sega Genesis? This game doesnt really requires real gravity and the way your Mario jumps would fit pretty well such game. It's slightly like The Blue Platform in the way you move around slashing enemies with your sword.

Offline Eeems

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Re: Your Projects - Post and Critique
« Reply #98 on: March 23, 2010, 12:00:49 am »
Yeah slopes suck...it's working fine until you get too the top two spot, so I might have to do some extensive debugging...

Thanks DJ! Well I was thinking of sticking with Mario for now and making a teaser game to draw in developers and then working on something else with the engine.

Also, that was running at 6MHz it runs way too fast at 15MHz so when I add in enemies and objects this will be epic :p although Ptoject M still takes the cake.
/e

Offline calc84maniac

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Re: Your Projects - Post and Critique
« Reply #99 on: March 23, 2010, 12:31:35 am »
* calc84maniac takes Eeems's cake... then realizes that it was all a lie.
"Most people ask, 'What does a thing do?' Hackers ask, 'What can I make it do?'" - Pablos Holman

Offline Eeems

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Re: Your Projects - Post and Critique
« Reply #100 on: March 23, 2010, 12:49:33 am »
Lol :p
/e

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Re: Your Projects - Post and Critique
« Reply #101 on: March 23, 2010, 01:46:17 am »
Aaah ok I guess that's a good idea, then :)

I should maybe try working on some engine like this at one point, with scrolling.

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Re: Your Projects - Post and Critique
« Reply #102 on: March 23, 2010, 02:33:27 am »
Scrolling can make things like collision difficult I would immagine D: having to take care of offscreen collisions and whatnot.  Speeking of collisions, Eeems are you using pxlTest or tile based collision?

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Re: Your Projects - Post and Critique
« Reply #103 on: March 23, 2010, 03:31:18 am »
yeah for enemies it might be hard x.x for character I think it might be fine, though.

For enemies, personally, I would try to just bother with enemies on screen, but for certain types of games it can be hard to manage.

Offline Eeems

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Re: Your Projects - Post and Critique
« Reply #104 on: March 23, 2010, 09:18:01 am »
I'm using pxl-test() based collisions.
EDIT: I was doing some more work and I fixed the slope glitches, as well as added running :D
I also switched the jump button from up to 2nd, since it works better :P
Alpha is run, and I have a superjump system in the works. after I add that I'll add in enemies :)
« Last Edit: March 23, 2010, 04:10:53 pm by Eeems »
/e