Author Topic: Dimension Shift  (Read 37887 times)

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Offline leafy

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Re: Axe Shift: Contest Entry 2011
« Reply #45 on: May 25, 2011, 10:34:33 pm »
If you have directional arrows it will ^^
That looks amazing builder. I have no idea what that would look like in code, but I'm pretty sure the ascii code is astonishing.
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Offline Darl181

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Re: Axe Shift: Contest Entry 2011
« Reply #46 on: May 25, 2011, 10:37:40 pm »
Imma try to figure out how this works by watching it...will edit

I'm guessing here, but...

Does it start by backing up the buffer to the back-buffer or something, then from there it's free to meddle with the front buff?
And it has a loop, that takes out every other row, and compresses it to be solid without any gaps.
When it hits zero, another loop starts, possibly after flipping the backbuffer first, grabbing rows from the back-buffer and inserting them.
Am I right or am I completely off?

EDIT: ok, completely off it looks like :P
« Last Edit: May 25, 2011, 10:52:15 pm by Darl181 »
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Offline leafy

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Re: Axe Shift: Contest Entry 2011
« Reply #47 on: May 25, 2011, 10:38:26 pm »
Instead of narrowing the tiles it looks like it just crushes them together - just change the tilemap y-offset and height of each one (from 4 to 3 to crush them together)
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Offline Builderboy

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Re: Axe Shift: Contest Entry 2011
« Reply #48 on: May 25, 2011, 10:40:16 pm »
Yep, basically it just redraws the tilemap each frame, but with some interesting rules applied to the Y location of each tile :)

Offline Runer112

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Re: Axe Shift: Contest Entry 2011
« Reply #49 on: May 26, 2011, 12:48:37 am »
Here Darl181, I wrote this just for you! ;D (Although other people can feel free to use it too!)

http://ourl.ca/4129/212961

Offline Darl181

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Re: Axe Shift: Contest Entry 2011
« Reply #50 on: May 26, 2011, 06:47:42 pm »
Wow, looks like a winner ;D

In other news, I had a random RAM clear and lost the three or four lines for the actual shifting...
But i re-made that in a few minutes, and now I have a company logo and splash screen :w00t:
« Last Edit: May 26, 2011, 06:48:42 pm by Darl181 »
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Offline ztrumpet

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Re: Axe Shift: Contest Entry 2011
« Reply #51 on: May 26, 2011, 09:48:14 pm »
Nice transitions. :D  It looks great.

Offline Darl181

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Re: Axe Shift: Contest Entry 2011
« Reply #52 on: May 26, 2011, 11:16:25 pm »
Thanks!

This is actually my first real exploit with the horizontal lines on the buffer, copying from an outside source and all (only other thing I've used was builder's fire routine and my water adaptation)

And yes, i plan on keeping that as my logo ;D
« Last Edit: June 08, 2011, 02:21:38 am by Darl181 »
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Offline TIfanx1999

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Re: Axe Shift: Contest Entry 2011
« Reply #53 on: May 27, 2011, 11:51:15 am »
@Runer: That's a really sweet effect! Nice!! =)
*edit* Just saw Builderboy's on the previous page... O.O You guys really are awesome!  :thumbsup:
« Last Edit: May 27, 2011, 11:55:39 am by Art_of_camelot »

Offline Darl181

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Re: Axe Shift: Contest Entry 2011
« Reply #54 on: May 27, 2011, 02:12:21 pm »
Shifting is now possible.
There's some sort of bug when you switch from the 14th row (counting from zero) and I'm trying to work that out atm.
Will post screenie when possible, more than likely sometime later today.
« Last Edit: May 27, 2011, 03:05:32 pm by Darl181 »
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Offline Darl181

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Re: Axe Shift: Contest Entry 2011
« Reply #55 on: May 28, 2011, 02:36:53 am »
Got screenies ;D
These show the flipping effect in action and the lower jumping height!!!

While testing the level before screenie-ing I found another bug, if you go into the side of a block with a positive velocity you shoot down really fast b/c of the way the ceilings work.
So I put in a check to the Y-var, causing you to go boom if you go below the bottom.  It's an interesting thing to watch tbh :P
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Offline ZippyDee

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Re: Axe Shift: Contest Entry 2011
« Reply #56 on: May 28, 2011, 06:11:29 am »
The flipping looks fantastic with the only suggestion being that it could be a bit faster...(maybe don't draw every frame, or something. Maybe you can just change a value somewhere...I don't know how that transition works :P)

As Shannon Monroe, one of the Senior Production Managers of Disney Interactive, once told me when looking at some animation and video that I did a while ago (No, seriously. He was really cool about it all...)
Quote from: Shannon Monroe
Something to always keep in mind when creating transitions is what we call the "DVD Title Rule":
No matter how fantastic your animation looks the first time, there is no denying that there is an inverse relationship between the wow factor and the just-open-the-damn-menu factor of the transition.

Hearing that made me realize just how correct he was, and has led me to cut down on transition times in a lot of things I've made. Please don't take this as me saying, "It's boring. Get it over with faster," but rather that I'm saying, "This transition looks fabulous, but don't let it eat up your gameplay!" There's a point where you know the solution already and you just want to get through to the next level as fast as possible, without having to wait for shift transitions.

Either way, the whole thing looks fantastic. I especially like the effectiveness of that sprite! It works much better than I'd have imagined it would.
« Last Edit: May 28, 2011, 06:11:43 am by ZippyDee »
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Offline aeTIos

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Re: Axe Shift: Contest Entry 2011
« Reply #57 on: May 28, 2011, 09:05:33 am »
Imo, the speed is fast enough. Wow, this looks awesome!
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Offline TIfanx1999

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Re: Axe Shift: Contest Entry 2011
« Reply #58 on: May 28, 2011, 10:29:12 am »
The transition looks really great now that you've integrated it into gameplay. Personally, I think the speed is fine. :D

Offline Freyaday

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Re: Axe Shift: Contest Entry 2011
« Reply #59 on: May 28, 2011, 10:31:33 am »
Zippy: He is so right! I've encountered JOTDM factor so many times! I didn't think Disney employees were allowed to curse....
In other news, Frey continues kicking unprecedented levels of ass.
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