Author Topic: Fancy Pants: DT's 2011 contest entry (hopefully)  (Read 20126 times)

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Ashbad

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Re: DT's 2011 contest entry (hopefully)
« Reply #15 on: July 08, 2011, 02:34:14 pm »
Now that is really cool :) nice work on this, do you think you'll be able to get it finished in time for the contest deadline? If you can imagine that you'll go far with this.

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Re: DT's 2011 contest entry (hopefully)
« Reply #16 on: July 08, 2011, 02:35:34 pm »
Now that is really cool :) nice work on this, do you think you'll be able to get it finished in time for the contest deadline? If you can imagine that you'll go far with this.

Who knows. Couple of bugs are killing me.

Which reminds me: Anybody got a clipped line routine lying around? ;D

EDIT: Second page re-post: http://omniurl.tk/9274/172239/
« Last Edit: July 08, 2011, 03:01:45 pm by Deep Thought »




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Re: Fancy Pants: DT's 2011 contest entry (hopefully)
« Reply #17 on: July 08, 2011, 02:42:24 pm »
This is pretty rad. Awesome work.
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Re: Fancy Pants: DT's 2011 contest entry (hopefully)
« Reply #18 on: July 08, 2011, 02:56:03 pm »
Thanks, time to work on it now.




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Re: Fancy Pants: DT's 2011 contest entry (hopefully)
« Reply #19 on: July 08, 2011, 02:58:22 pm »
WOW. That looks so awesome!! Great animations!

Which reminds me: Anybody got a masked line routine lying around? ;D
Masked line? How do you mask a line?
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Re: Fancy Pants: DT's 2011 contest entry (hopefully)
« Reply #20 on: July 08, 2011, 02:59:17 pm »
Which reminds me: Anybody got a masked line routine lying around? ;D
Masked line? How do you mask a line?

Like if it goes off the screen.

Should I just write my own routine with a getpixel or something? It'd be slower than the one Axe uses, but Axe doesn't draw lines if they go off the screen.

EDIT: We can use Asm( in this contest, right?
« Last Edit: July 08, 2011, 03:00:49 pm by Deep Thought »




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Re: Fancy Pants: DT's 2011 contest entry (hopefully)
« Reply #21 on: July 08, 2011, 03:00:56 pm »
Ohh, a clipped line routine... it shouldn't be too hard to write.

And yes, you can use ASM:
Quote
ASM code must not compose more than 10% of your program code and the only allowed way to use assembly is via the Asm() command. The remaining 90% must be Axe or Axiom code. (See previous rule for Axiom information). Other languages such as TI-BASIC are NOT allowed.
« Last Edit: July 08, 2011, 03:02:50 pm by ZippyDee »
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SirCmpwn

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Re: Fancy Pants: DT's 2011 contest entry (hopefully)
« Reply #22 on: July 08, 2011, 03:15:11 pm »
This reminds me quite a bit of Mario.

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Re: Fancy Pants: DT's 2011 contest entry (hopefully)
« Reply #23 on: July 08, 2011, 03:21:53 pm »
Well that's pretty cool :)

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Re: Fancy Pants: DT's 2011 contest entry (hopefully)
« Reply #24 on: July 08, 2011, 07:58:20 pm »
Hmm...some of the physics look a bit off- are you planning to implement realistic gravity? This looks nice, but I'm wondering how you are storing level data and stuff-haha; anything that's not a tile or height map just gives me a headache...xP
« Last Edit: July 08, 2011, 07:58:28 pm by squidgetx »

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Re: Fancy Pants: DT's 2011 contest entry (hopefully)
« Reply #25 on: July 08, 2011, 08:28:05 pm »
Every level is (er, will be) broken down into "sectors" of 96x64 pixels. The map is stored as lines (init point-vector), each wholly contained within a sector.
Hmm...some of the physics look a bit off- are you planning to implement realistic gravity?
Hmm, what do you mean? I can't tell the difference lol, need a second opinion.
« Last Edit: July 08, 2011, 08:28:55 pm by Deep Thought »




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Re: Fancy Pants: DT's 2011 contest entry (hopefully)
« Reply #26 on: July 08, 2011, 08:34:49 pm »
Every level is (er, will be) broken down into "sectors" of 96x64 pixels. The map is stored as lines (init point-vector), each wholly contained within a sector.
So will it not scroll?

Hmm...some of the physics look a bit off- are you planning to implement realistic gravity?
Hmm, what do you mean? I can't tell the difference lol, need a second opinion.
I think one thing is that it doesn't seem to get to a high enough speed to look realistic. As he falls it starts to speed up a bit, but then it hits a cap and looks like he's just kind of floating down.
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Re: Fancy Pants: DT's 2011 contest entry (hopefully)
« Reply #27 on: July 08, 2011, 08:38:37 pm »
Every level is (er, will be) broken down into "sectors" of 96x64 pixels. The map is stored as lines (init point-vector), each wholly contained within a sector.
So will it not scroll?

Oh, it will. The screen can overlap four sectors at a time.

Hmm...some of the physics look a bit off- are you planning to implement realistic gravity?
Hmm, what do you mean? I can't tell the difference lol, need a second opinion.
I think one thing is that it doesn't seem to get to a high enough speed to look realistic. As he falls it starts to speed up a bit, but then it hits a cap and looks like he's just kind of floating down.


Oh, right, I set the gravity a bit too low. It's real acceleration but you can't see it lol




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Re: Fancy Pants: DT's 2011 contest entry (hopefully)
« Reply #28 on: July 08, 2011, 08:55:04 pm »
Oh, it will. The screen can overlap four sectors at a time.
Ah, so you will be using clipped line routines for that, I guess.

Might I make a suggestion that you have probably already thought of?
After playing a bit of Fancy Pants, I realized that one of the things that makes it so awesome is the changes in depth. I was looking at it, trying to figure out how exactly he implements it, when I realized that lines at varying depths have a small separation between where it really starts and where it looks like it starts. If this doesn't completely make sense, let me know and I can show you what I mean.

Oh, right, I set the gravity a bit too low. It's real acceleration but you can't see it lol
Ah, that would do it!
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Re: Fancy Pants: DT's 2011 contest entry (hopefully)
« Reply #29 on: July 08, 2011, 08:58:14 pm »
Oh, it will. The screen can overlap four sectors at a time.
Ah, so you will be using clipped line routines for that, I guess.

Exactly.

Might I make a suggestion that you have probably already thought of?

Go ahead.

After playing a bit of Fancy Pants, I realized that one of the things that makes it so awesome is the changes in depth. I was looking at it, trying to figure out how exactly he implements it, when I realized that lines at varying depths have a small separation between where it really starts and where it looks like it starts. If this doesn't completely make sense, let me know and I can show you what I mean.

Er... I don't understand ;D What do you mean by depth?