Author Topic: Dimension Shift  (Read 36831 times)

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Offline ztrumpet

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Re: Axe Shift: Contest Entry 2011
« Reply #15 on: May 22, 2011, 10:31:02 pm »
Judging by the poll, 8*8 it is.  Now to start spriting and adapting.
Fortunately, Shift isn't very graphics-intensive so the only thing I'm going to have trouble with is making an 8*8 running person...:P
Anyway, I have a level editor written and debugged for 4*4 tiles, I just need to change the sprites and wacky fun random numbars and I'm set ;D
Builderboy made an 8*8 Shift clone.  I'm sure you could use his sprites if you asked him.
Link to his clone: http://www.ticalc.org/archives/files/fileinfo/421/42182.html
I also have some levels in his level format, if you would like them.

Offline leafy

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Re: Axe Shift: Contest Entry 2011
« Reply #16 on: May 22, 2011, 10:36:55 pm »
Nah, I"m sure you can do better than builder's basic sprites ^^ Look to kerm's n+ sprites if you need help xD
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Offline Darl181

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Re: Axe Shift: Contest Entry 2011
« Reply #17 on: May 22, 2011, 10:38:49 pm »
I played it (after it was featured on ticalc), I'm thinking of going for something that looks a bit more like a person tho :P

I have a 5*8 person sprite:
Code: [Select]
  ██████
  ██  ██
    ██
  ██████
██  ██  ██
    ██
  ██  ██
  ██  ██
...which easily works with 8*8 and I'm trying to figure out how to animate it.
« Last Edit: May 22, 2011, 10:40:29 pm by Darl181 »
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Offline Builderboy

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Re: Axe Shift: Contest Entry 2011
« Reply #18 on: May 23, 2011, 01:35:33 am »
Definitely upgrade the sprites ^^ And also as someone who has made a shift game, I want you to reconsider the 8x8 sprite size, as with the large of tiles, the levels can get very very constricted unless you have scrolling. 

Offline Darl181

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Re: Axe Shift: Contest Entry 2011
« Reply #19 on: May 23, 2011, 02:33:54 pm »
Yeah, i had a bunch of stuff written for 4*4 tiles :P
I guess i'll start with 4*4 and if I have enough time afterwards I'll attempt to convert the 4*4 to 8*8, implementing (hopefully smooth) scrolling in the process.

And I can not get this blasted physics system working properly...:banghead:

EDIT: got it sort of working, will polish up.
Planning a screenie for 1337th post, only 4 away ;D
« Last Edit: May 23, 2011, 07:54:53 pm by Darl181 »
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Offline Darl181

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Re: Axe Shift: Contest Entry 2011
« Reply #20 on: May 24, 2011, 07:39:58 pm »
Whee, 1337th post.  Yes, the timing is intentional :P
Started by making a level editor and worked up from there.
Blocks so far are divided into two equal parts, one is the light background and one is the dark background.  Like the fix tokens: 0 and 1 are related, 2 and 3 are related, etc.  So there's two of each type of tile: a light one (even #) and a dark one (odd #).  Tiles of the opposite type of the current type are seen as solid unless handled specially (ie spikes)

So far:
Blank solid
Start
Finish (door)
Spikes up and down.  You can safely walk on top of up-facing spikes, and can safely hit the bottom of up-facing spikes.
runs at 6Mhz
Door slides open and closed when you go into it
you go boom when you hit spikes

Still need to add:
company logo?
title screen/menu
The actual shifting
support for multiple levels and/or level packs

Might happen:
Key/door
directional switching (the arrows)

I also plan on making a built-in set, probably based off the original Shift (not 2 or 3)

I'm a little concerned with how high he jumps though; shouldn't that be a little lower?
That was bugging me a bit too, I remember changing it to about half the initial velocity but idk what happened to that. It's back at -32 atm (coordinates are inflated by 32), but I'll change it back again
« Last Edit: May 24, 2011, 08:51:57 pm by Darl181 »
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Offline ztrumpet

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Re: Axe Shift: Contest Entry 2011
« Reply #21 on: May 24, 2011, 07:50:49 pm »
This looks pretty nice.  I'm a little concerned with how high he jumps though; shouldn't that be a little lower?

Offline Freyaday

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Re: Axe Shift: Contest Entry 2011
« Reply #22 on: May 24, 2011, 08:23:45 pm »
Looks a little slow to me. Is that due to the math for the death animation or Wabbit?
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Offline Builderboy

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Re: Axe Shift: Contest Entry 2011
« Reply #23 on: May 24, 2011, 08:32:21 pm »
Doesn't look slow at all for me o.O Maybe the gif isn't playing at the right speeds on your browser or something?  And I definitely think the jumping should be a bit lower so you cant jump across the whole level :P

Offline Freyaday

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Re: Axe Shift: Contest Entry 2011
« Reply #24 on: May 24, 2011, 08:33:51 pm »
Wait, yeah, that's just Safari (I'm on a Mac w/Parental Controls preventing me from using something better)
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Offline leafy

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Re: Axe Shift: Contest Entry 2011
« Reply #25 on: May 24, 2011, 09:37:06 pm »
If there's one impact i've had on this community, it's blood splatters xD
Looks great. Jumping a bit high though, and the spikes floating in midair look a bit awkward but you're using 4x4 so I guess there's no way around it.
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Offline Darl181

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Re: Axe Shift: Contest Entry 2011
« Reply #26 on: May 24, 2011, 10:10:15 pm »
I've experimented with splashes/explosions in the past, I thought of getting the gravity-affected bits to work with Duel but went for the arcade-style explosions instead :P

I'm a little concerned with how high he jumps though; shouldn't that be a little lower?
And I definitely think the jumping should be a bit lower
Jumping a bit high though
Ok, I think I know what to do with that now  ::)
« Last Edit: May 24, 2011, 10:11:01 pm by Darl181 »
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Offline leafy

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Re: Axe Shift: Contest Entry 2011
« Reply #27 on: May 25, 2011, 01:02:58 am »
Duh, make it higher.
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Offline Freyaday

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Re: Axe Shift: Contest Entry 2011
« Reply #28 on: May 25, 2011, 02:54:41 am »
Make it so high, you jump down!
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Offline aeTIos

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Re: Axe Shift: Contest Entry 2011
« Reply #29 on: May 25, 2011, 06:43:01 am »
This looks awesome
just awesome.
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