Author Topic: [lua] Adventure- A Medieval Platformer  (Read 22920 times)

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Offline LDStudios

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Re: [lua] Adventure- A Medieval Platformer
« Reply #15 on: August 23, 2014, 10:33:03 pm »
I added ice!


Anyways, the game is basically functional, so once I finish designing a few solid levels, I'll release a beta version for testing.
« Last Edit: August 23, 2014, 10:34:57 pm by LDStudios »



Offline DJ Omnimaga

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Re: [lua] Adventure- A Medieval Platformer
« Reply #16 on: August 24, 2014, 12:35:05 am »
I can't wait for the beta. :D

Offline LDStudios

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Re: [lua] Adventure- A Medieval Platformer
« Reply #17 on: August 29, 2014, 11:46:22 am »
The first level is released as a beta version!
See the original post!



Offline DJ Omnimaga

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Re: [lua] Adventure- A Medieval Platformer
« Reply #18 on: August 29, 2014, 09:25:34 pm »
Awesome! I'll test to see if it works under OS 3.1 :)

EDIT: Kinda slowish on that OS although I guess I can live with it. What are the controls by the way? It might be a good idea to put them in the first post. I also recall an option to disable the background, right?
« Last Edit: August 29, 2014, 09:35:30 pm by DJ Omnimaga »

Offline LDStudios

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Re: [lua] Adventure- A Medieval Platformer
« Reply #19 on: August 30, 2014, 10:04:04 am »
Awesome! I'll test to see if it works under OS 3.1 :)

EDIT: Kinda slowish on that OS although I guess I can live with it. What are the controls by the way? It might be a good idea to put them in the first post. I also recall an option to disable the background, right?

Ahh yes thankyou! It will run slowly on OS 3.1 with background enabled. Controls can be viewed by pressing the help button while on the home screen (but I forgot to mention that tab toggles background). It should run well on OS 3.1 if you turn the background off. I'll add that to the help screen, and also I'll put the controls on the first post.



Offline LDStudios

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Re: [lua] Adventure- A Medieval Platformer
« Reply #20 on: August 31, 2014, 09:42:21 pm »
Finished designing level 2!
If anyone wants to help with level design, let me know, I could really use the help!



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Re: [lua] Adventure- A Medieval Platformer
« Reply #21 on: September 14, 2014, 12:24:45 am »
Does the first post version now include the 2nd level? Also is it still currently being worked on?

Offline LDStudios

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Re: [lua] Adventure- A Medieval Platformer
« Reply #22 on: September 14, 2014, 09:00:22 am »
Does the first post version now include the 2nd level? Also is it still currently being worked on?
No, first post doesn't include the second level. It is being worked on, but slowly now that school has started again. 123outerme is helping me design levels though, so hopefully by October i can release all of the first kingdom. I'm also starting to fix up a few things in the code.



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Re: [lua] Adventure- A Medieval Platformer
« Reply #23 on: September 14, 2014, 10:19:58 am »
Aaah ok I see now. :D That reminds me, will there be trampolines? Also did you try non-parallax scrolling backgrounds (backgrounds that scrolls exactly at the same speed as the rest) to see if the frame rate is faster on OS 3.1? Or perhaps you could just make backgrounds part of the tilemap rather than a second layer or even make them non-fullscreen and get rid of sky gradients.

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Re: [lua] Adventure- A Medieval Platformer
« Reply #24 on: September 14, 2014, 01:48:55 pm »
I've already gotten rid of the sky gradient :P
As far as non-parallax backgrounds, i don't think they'll help, because the game is slow on 3.1 with backgrounds, even when you aren't scrolling. I'm not sure there is any real way I'll be able to make backdrops run well on 3.1 :(
As far as trampolines, I wasn't planning on adding that. I am working on red platforms that move/fall though.



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Re: [lua] Adventure- A Medieval Platformer
« Reply #25 on: September 27, 2014, 10:25:13 am »
I assume that the speed is entirely based on how many tiles there are on the screen? Eg the more tiles the map has, the slower it gets?

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Re: [lua] Adventure- A Medieval Platformer
« Reply #26 on: September 28, 2014, 07:59:00 am »
I assume that the speed is entirely based on how many tiles there are on the screen? Eg the more tiles the map has, the slower it gets?

Yes, somewhat, but that shouldn't have a huge impact, because i only draw the tiles that are actually visible. What could potentially slow it down is one part of a level that's very dense with objects.



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Re: [lua] Adventure- A Medieval Platformer
« Reply #27 on: September 28, 2014, 11:54:45 am »
Aah ok, so basically a level where the background is part of the tilemap would definitively be slower, unless it was only like 20 tiles (such as clouds in Super Mario Bros)

I still don't get why a 150 MHz Lua language can't even compete with xLIBC+BASIC on a 15 MHz color calc, though. >.< Even Flappy Bird 84+C, which is written in BASIC with the help of xLIBC, scrolls faster than sprite-based OS 3.1 games. At least I'm glad that OS 3.6 solves this, but I don't want to use that OS because Ndless has to be re-installed every reboot and I don't want to fill my memory with two OSes to use nLaunch dual-booting.

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Re: [lua] Adventure- A Medieval Platformer
« Reply #28 on: September 28, 2014, 01:50:25 pm »
Aah ok, so basically a level where the background is part of the tilemap would definitively be slower, unless it was only like 20 tiles (such as clouds in Super Mario Bros)

I still don't get why a 150 MHz Lua language can't even compete with xLIBC+BASIC on a 15 MHz color calc, though. >.< Even Flappy Bird 84+C, which is written in BASIC with the help of xLIBC, scrolls faster than sprite-based OS 3.1 games. At least I'm glad that OS 3.6 solves this, but I don't want to use that OS because Ndless has to be re-installed every reboot and I don't want to fill my memory with two OSes to use nLaunch dual-booting.

I didn't really have much of a problem with reinstalling ndless every reboot. It only takes about a minute or two, and I honestly didn't reboot my calculator that often.



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Re: [lua] Adventure- A Medieval Platformer
« Reply #29 on: September 28, 2014, 01:57:32 pm »
At least I'm glad that OS 3.6 solves this, but I don't want to use that OS because Ndless has to be re-installed every reboot and I don't want to fill my memory with two OSes to use nLaunch dual-booting.
You can also use nlaunch but keep only the 3.6 OS (so you don't fill your memory with two OSes). Nlaunch will add the reboot-proof functionnality to Ndless ;)
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