Author Topic: Contest entry - Continuity  (Read 18754 times)

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Offline ztrumpet

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Re: Contest entry - Continuity
« Reply #30 on: May 20, 2011, 07:05:56 pm »
This looks wonderful.  Great job!  I can't wait for this one as well. :)

Offline aeTIos

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Re: Contest entry - Continuity
« Reply #31 on: May 21, 2011, 09:18:35 am »
The player seems to be invisible when zoomed out.
Is this intentional?
Yep. if you want to see the place to start, you should press 2nd 1 time before arranging the tiles.
Made an important-but-not-visible update: I no longer have hard-coded maps!(nah, they are still in the program, but can change very fast now)
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Offline Munchor

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Re: Contest entry - Continuity
« Reply #32 on: May 21, 2011, 09:23:52 am »
So is it tilemaps?

Offline aeTIos

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Re: Contest entry - Continuity
« Reply #33 on: May 21, 2011, 09:59:43 am »
Yup. It always was.
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Re: Contest entry - Continuity
« Reply #34 on: May 22, 2011, 09:34:51 pm »
oh no! I only realised this topic was here! I was thinking of how to do this for my contest entry for the past week!
« Last Edit: May 23, 2011, 04:46:01 am by jhgenius »
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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #35 on: May 23, 2011, 02:29:24 am »
aww, you are not alone for that, leafiness0 was also about to do it. Also, I now have appvars for the levels, and im coding scanning for levels right now. Also, the levels are in archive, since they are 216 bytes/sliding tile (the 'sub-maps'). I calculated that all maps take 40K together, so that is necessary lol.
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Offline Munchor

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Re: Contest entry - Continuity
« Reply #36 on: May 23, 2011, 03:01:57 am »
aeTIos, have you managed 4*4 maps, I guess that's a bit harder :)

Offline aeTIos

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Re: Contest entry - Continuity
« Reply #37 on: May 23, 2011, 09:00:49 am »
I tested with 2*3, that worked. I can use any map size, since I store the levels this way in the appvars:
Code: [Select]
Data(X) ;First byte of the tilemaps
Data(XposStart,YposStart)
Data(Level width,Level height)
Data(Level offset)   ; So if its 2*2, it'll be 4 bytes, and so on :)
Hex code for all slidetiles (216 bytes each)
I might use RLE, since that'll cut the level size drastically. Should take a look at Nemo's tutorial on that :P

IMPORTANT:
Oh, to avoid confusion between sub-maps and tiles (sprites), I'll use those definitions:
-Tile: Sprite
-Sub-map: Slider
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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #38 on: May 24, 2011, 08:45:00 am »
Update Update Update!
The scanning is waay too fast (Since there were only 3 programs on the emu xD)
On a real calc it'll take ~2-5 seconds, depending of how many files you have.

Screenie:
« Last Edit: May 24, 2011, 10:45:35 am by aeTIos »
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Offline Freyaday

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Re: Contest entry - Continuity
« Reply #39 on: May 24, 2011, 10:44:25 am »
It just seems to be a loop of you on the homescreen.
Is this intentional?
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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #40 on: May 24, 2011, 10:51:40 am »
No, that was a crap screenie. it is okay now.
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Offline Freyaday

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Re: Contest entry - Continuity
« Reply #41 on: May 24, 2011, 10:54:23 am »
Ahh, much better. I can't wait to play this on calc!
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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #42 on: May 24, 2011, 01:51:45 pm »
Next: Zooming. I have now ~20 different tiles.
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Offline Stefan Bauwens

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Re: Contest entry - Continuity
« Reply #43 on: May 24, 2011, 02:05:22 pm »
It looks great aeTIos. A pity I can't try it. But the screenshot says a lot! :)

Good Luck.


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Offline Munchor

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Re: Contest entry - Continuity
« Reply #44 on: May 24, 2011, 02:46:35 pm »
Will there be a level editor? This is looking greater and greater, nice job aeTIos.