Author Topic: Dimension Shift  (Read 36797 times)

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Offline leafy

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Re: Dimension Shift: Contest Entry 2011
« Reply #180 on: July 01, 2011, 03:36:03 pm »
Nah, I don't think so.
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Offline shmibs

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Re: Dimension Shift: Contest Entry 2011
« Reply #181 on: July 01, 2011, 05:02:50 pm »
Quote from: contest rules
6: You are not allowed to enter a project that was started prior the start of the contest. You can use code, images and ideas from it, though.

Offline Darl181

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Re: Dimension Shift: Contest Entry 2011
« Reply #182 on: July 01, 2011, 05:03:35 pm »
So it's allowed, but I was wondering how it would impact the score.
« Last Edit: July 02, 2011, 12:48:25 pm by Darl181 »
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Offline Darl181

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Re: Dimension Shift: Contest Entry 2011
« Reply #183 on: July 02, 2011, 12:47:42 pm »
Progress being made.  Mostly under-the-hood fixes, but the game will run noticeably faster due to re-worked collision detection and the editor is almost fully debugged and functioning with a sort-of shiny tile selector, just need to make/apply options and allow support for multiple levels. Expect a level differentiating system similar to Tio, as in DSLvl00 DSLvl01 DSLvl42 etc
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Offline shmibs

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Re: Dimension Shift: Contest Entry 2011
« Reply #184 on: July 02, 2011, 01:32:38 pm »
Darl, it isn't as if you're copying over entire plot elements/tilesets from another game. you're using a single routine which you wrote yourself, so i don't think there will be any penalty.

Offline Darl181

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Re: Dimension Shift: Contest Entry 2011
« Reply #185 on: July 03, 2011, 12:34:21 pm »
Yeah, i was just wondering about the impact on the score...

Anyway, made a few screenies yesterday and today.
In order:

Object getting stuck inside a wall and exploding (didn't get map modifying done yet but it's coming).  Afterwards it returns to where it started.
The explosion is a bit drawn out, I might change it so it's a not as long.  Also I need to fix the camera shake, fsr it spends more time up than down 0.o
Also the screenie shows that when the person finds himself inside a solid block, he explodes as well.
Btw I was thinking of changing the object manipulating key from [MATH] to down, blockdude-style I guess :P but I kept doing it by reflex in the emulator so i was wondering what the forum opinion would be on that.
Another edit: the old bug that this had and Tio still has where the char goes into the side of the block and jumps up from there has been fixed by the collision reworking from a few days ago.  It's first demonstrated in this screenie.

Selector thing in the editor.  Top row is normal, bottom is inverted.  I might take out the bottom row just b/c the text on the bottom labels it clearly enough :P
There's a bug in the actual editor that I fixed last night, a somewhat boneheaded mistake regarding key detection.  So where it obviously bugs in the screenie, that's been fixed ;D

The splash screen and main menu again.  This time, though, it's possible to skip straight to the menu from whatever part of the animation.  So yeah.
« Last Edit: July 03, 2011, 01:41:36 pm by Darl181 »
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Offline jnesselr

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Re: Dimension Shift: Contest Entry 2011
« Reply #186 on: July 03, 2011, 12:51:43 pm »
That looks pretty awesome!

Offline Darl181

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Re: Dimension Shift: Contest Entry 2011
« Reply #187 on: July 03, 2011, 11:51:43 pm »
* Darl181 has square-erasing explosions working now :D
I plan on making an indestructible block (or making the default indestructible and creating a breakable block) so levels aren't a pushover.

I'm running into one problem after another when shifting and the object are combined...I'm thinking for the contest when one is enabled, disable the other so I'm not spending the rest of the time debugging things related to that :P

What's been slowing me down the most is trying to make monochrome, non-animated, 4*4 sprites that are distinct from each other...like, how do you sprite the point where the ball respawns? :/
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Offline XVicarious

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Re: Dimension Shift: Contest Entry 2011
« Reply #188 on: July 04, 2011, 12:50:57 am »
Add an extra dimension.

Offline Darl181

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Re: Dimension Shift: Contest Entry 2011
« Reply #189 on: July 04, 2011, 11:55:02 am »
Having three dimensions would be stressing the engine even more than it is now and even two dimensions would create plenty of challenge for the avarage person ;)
Plus, 9-level grayscale or whatever it would be would be somewhat impractical, esp. for calcs with cheap lcd's...

I thought about it when I first started with the dimensions, but ultimately decided against it.

Development-wise, I'm changing the level appvar a bit (one byte in front instead of 2, there's now an object respawn tile so I just need to enable an option and search for it)
Also finished putting in both object respawn and explodable tiles in the editor.  Nvm that it took only like five lines and one condition each, it's done. :P
« Last Edit: July 04, 2011, 12:00:06 pm by Darl181 »
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Offline Darl181

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Re: Dimension Shift: Contest Entry 2011
« Reply #190 on: July 05, 2011, 01:41:30 am »
So I got bitwise storage done today...w00t

Just few little changes and i can go on adding stuff, prolly next up is animated tiles ;D
« Last Edit: July 05, 2011, 01:36:13 pm by Darl181 »
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Offline Darl181

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Re: Dimension Shift: Contest Entry 2011
« Reply #191 on: July 07, 2011, 08:49:08 am »
Under-the-hood fixes, random bugs regarding bitwise reading, fun stuff :P

Anyway, I'm just about done with the options.  Fsr the game doesn't detect when they're activated even though the exact same thing seems to work in small test programs...a la inData(). >:(
Not a hard transfer to bytes but still...why does this keep happening... :/
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Offline Freyaday

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Re: Dimension Shift: Contest Entry 2011
« Reply #192 on: July 07, 2011, 03:54:42 pm »
I use variables as flags, if that helps any.
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Offline leafy

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Re: Dimension Shift: Contest Entry 2011
« Reply #193 on: July 08, 2011, 11:36:17 pm »
Darl when you drop the pack thingy when it's over a wall, does it bump out properly?
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Offline Darl181

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Re: Dimension Shift: Contest Entry 2011
« Reply #194 on: July 09, 2011, 12:26:21 am »
It bounces for a bit, if that's what you mean.  It appears to settle after a bit, but when dropped from a distance it's obvious that it's doing what it's supposed to ^_^

I haven't changed it much--watching this old screenie closely it's accurate enough.
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