Author Topic: Motherload  (Read 54438 times)

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Offline Builderboy

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Re: Motherload
« Reply #15 on: September 21, 2010, 06:51:19 pm »
Who says it needs to be monochrome ;) And how many tiles deep are you planning to make the pit?

SirCmpwn

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Re: Motherload
« Reply #16 on: September 21, 2010, 06:59:53 pm »
Well, as for how deep, I'm not sure yet.  I'm still trying to think of an innovative way to keep track of all the tiles when it gets really deep.

Offline Builderboy

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Re: Motherload
« Reply #17 on: September 21, 2010, 07:05:47 pm »
Well you're going to need heaps of memory, i guess thats a given, perhaps new Axe nibble support could help some?

SirCmpwn

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Re: Motherload
« Reply #18 on: September 21, 2010, 07:16:52 pm »
Maybe... I need to think of a creative way to solve this.

Offline Deep Toaster

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Re: Motherload
« Reply #19 on: September 21, 2010, 07:18:07 pm »
Awesome, I've actually played that game. I'd like to see how this turns out :)




Offline fb39ca4

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Re: Motherload
« Reply #20 on: September 21, 2010, 07:18:29 pm »
I have a suggestion:
Generate the tiles using some sort of two way formula; so the current row determines the row below it. The two way part would come in because the thing would also be used to determine the row above a given row. Then, you'd have another map, with 1-bit tiles to show what's been dug out.

Offline Builderboy

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Re: Motherload
« Reply #21 on: September 21, 2010, 07:20:32 pm »
But the tilemap is dynamic, constantly changing as you drill deeper and harvest minerals, so im not sure how that would work...

Offline fb39ca4

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Re: Motherload
« Reply #22 on: September 21, 2010, 07:22:36 pm »
Yeah, it would take a lot of planning.

Offline Builderboy

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Re: Motherload
« Reply #23 on: September 21, 2010, 07:26:59 pm »
Hmmm perhaps saving the map in a giant compressed Appvar, and then decompressing different sections based on where you are?

EDIT: I calculated, and Motherload has a map approximately 32x512 tiles, so thats 16384 tiles to keep track of if we are going for a direct clone at this point.  Using half byte thats already 8192 bytes
« Last Edit: September 21, 2010, 07:36:54 pm by Builderboy »

SirCmpwn

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Re: Motherload
« Reply #24 on: September 21, 2010, 07:54:26 pm »
O_O  Holy crap.
I was thinking of dynamically generating a tilemap that expands downward as you dig, and only keeps track of what you've already seen.

Offline Builderboy

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Re: Motherload
« Reply #25 on: September 21, 2010, 07:55:53 pm »
So then when you do get to the bottom it would be keeping track of all 16384 tiles?

Offline Deep Toaster

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Re: Motherload
« Reply #26 on: September 21, 2010, 07:58:18 pm »
Wow ... that's gonna be one big game.

Maybe half-nibbles? Depending on the number of tiles...




SirCmpwn

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Re: Motherload
« Reply #27 on: September 21, 2010, 08:02:20 pm »
Builderboy, imagine player movement is like this (where X's are tiles the player has seen):
_______XXXXX_______
________XXXXX______
________XXXXX______
_______XXXXX________
_______XXXXX________
________XXXXX_______
__________XXXXX_____
____________________
____________________

The X's would be the only thing stored.  I may super-hack Axe and use a spare RAM page to accomplish this.

Offline nemo

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Re: Motherload
« Reply #28 on: September 21, 2010, 08:04:28 pm »
half-nibbles allows for 4 tiles. air, ground, and 2 minerals? that's not a very exciting game.

mind you, even with nibble compression being 8192 bytes, imagine the RLE compression on that beast. most of the level is just ground. i think you'd at least cut it down to 6K, with reckless coding.


SirCmpwn

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Re: Motherload
« Reply #29 on: September 21, 2010, 08:06:28 pm »
I think I will just use a RAM page for this, and take up as much space as I damn well want :)