Author Topic: Motherload  (Read 53384 times)

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SirCmpwn

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Re: Motherload
« Reply #150 on: March 18, 2011, 07:27:33 pm »
Minecraft later.  And I'll decide where to have the boss, and what to name him, thank you very much.

Offline Deep Toaster

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Re: Motherload
« Reply #151 on: March 18, 2011, 07:28:43 pm »
I can work on this on my cruise at night.

Glad this isn't dead. I love the Flash version :D




Offline ztrumpet

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Re: Motherload
« Reply #152 on: March 18, 2011, 07:30:53 pm »
Who says it has to be mr natas anyways? It could be at 1000 blocks and be cthulu. :P
lol :P
How about "emageht?" :D

Edit: Ninja'd times two...
« Last Edit: March 18, 2011, 07:31:29 pm by ztrumpet »

SirCmpwn

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Re: Motherload
« Reply #153 on: March 19, 2011, 11:22:19 am »
I made an app that lets you view a 44x666 4 level grayscale smooth-scrolling map.  Now for gameplay.

Ashbad

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Re: Motherload
« Reply #154 on: March 19, 2011, 11:23:04 am »
:thumbsup:

can't wait to see the gameplay! :D

Offline jnesselr

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Re: Motherload
« Reply #155 on: March 20, 2011, 01:31:40 pm »
I made an app that lets you view a 44x666 4 level grayscale smooth-scrolling map.  Now for gameplay.
So, 22x1332?  If you were really awesome, you would make it go 42x1337x666, but I guess this doesn't support 3D. ;-)

Offline fb39ca4

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Re: Motherload
« Reply #156 on: March 20, 2011, 10:13:44 pm »
thats why I suggested going down 666 feet instead of 6666.  ;)
Keep in mind that the blocks in the original game were 11-12 feet tall. If I remember correctly, the map was 7400 feet deep, so the level is about 650 blocks tall, meaning SirCmpwns map the correct size.

Offline willrandship

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Re: Motherload
« Reply #157 on: March 21, 2011, 12:22:08 am »
That definitely makes it a lot smaller :P

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Re: Motherload
« Reply #158 on: March 21, 2011, 02:15:33 am »
4 level smooth scrolling? Impressive. xD
I would also like to know how your physics is going to work - linear movement downwards? Because theres still damage counters to factor in.
In-progress: Graviter (...)

SirCmpwn

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Re: Motherload
« Reply #159 on: March 24, 2011, 09:24:30 am »
Okay, I'm back from the cruise with some pretty cool stuff.
I've added more tiles to map generation, including an impenetrable stone.  In addition to the 4 level grayscale smooth scrolling map, I've now added the player's craft, and the physics behind it.  I've also added the basic digging mechanics.  So now, you have all the following:
-A 44x666 smooth scrolling 4 level grayscale map
-A craft, and physics behind it (16 units per pixel)
-Basic digging
-Player tracking via camera movement

I also had a propeller animation for when you fly upwards, but I temporarily disabled it because of problems with redrawing the map.

This game runs in 15 MHz right now, but when I last tried it in 6 MHz, it looked playable.

I've also spent quite a bit of time on the grayscale quality, and I'm pretty satisfied with it.  I use DispGraphrr three times in a row to cycle the grayscale a bit before continuing the main loop.

I'll get screenshots later, and maybe a demo, but I'm still on the ship, sitting in port :P

Offline Happybobjr

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Re: Motherload
« Reply #160 on: March 24, 2011, 11:07:00 am »

-A 44x666 smooth scrolling 4 level grayscale map

This game runs in 15 MHz right now.

I am confused.  This is axe right???
Do you put in normal speed mode at every dispgraphrr
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SirCmpwn

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Re: Motherload
« Reply #161 on: March 24, 2011, 11:21:40 am »
I put it in 6MHz for grayscale, although I'd appreciate if Quigibo would fix grayscale for 15MHz mode.

Offline Happybobjr

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Re: Motherload
« Reply #162 on: March 24, 2011, 11:29:39 am »
It does for a few calcs :P  but ya, iy would be nice.
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SirCmpwn

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Re: Motherload
« Reply #163 on: March 24, 2011, 12:12:02 pm »
I'd appreciate if someone could sprite the building on the surface for me.
Thanks!

Offline Happybobjr

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Re: Motherload
« Reply #164 on: March 24, 2011, 12:27:40 pm »
size of sprites?
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