Author Topic: Motherload  (Read 53346 times)

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Offline Builderboy

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Re: Motherload
« Reply #210 on: March 26, 2011, 10:36:20 am »
Hmm suddenly I am confused as to why scrolling messes with the greyscale o.O Using screenshifts doesnt move the checkered pattern, it moves the buffers, so shouldn't the greyscale keep working?  Or are you doing something dastardly for your tilemapping which makes this not work?

SirCmpwn

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Re: Motherload
« Reply #211 on: March 26, 2011, 11:25:48 am »
Well, when it moves, even though it doesn't change the checkered pattern, the LCD delay is still there, so it mucks with other pixels.  I've also added terminal velocity since that demo, and it helps keep the scrolling in check.
Also, I've started working on trying to add buildings to the surface.  Cooliojazz has been great with spriting, now I just need to figure out how to best display them :P (I'm even having trouble displaying a test smiley face on the surface)

Offline Hot_Dog

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Re: Motherload
« Reply #212 on: March 26, 2011, 11:54:26 am »
Good luck on the buildings.  I just saw your screenshot, and...YOU ROCK

SirCmpwn

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Re: Motherload
« Reply #213 on: March 26, 2011, 02:34:47 pm »
Good luck on the buildings.  I just saw your screenshot, and...YOU ROCK
Thanks!  Glad you like it.  I think I'm just going to have to use some sort of secondary tile map.

Offline ztrumpet

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Re: Motherload
« Reply #214 on: March 26, 2011, 09:53:37 pm »
Sounds great. :)
Sir, would you like this to have its own sub-forum?

SirCmpwn

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Re: Motherload
« Reply #215 on: March 26, 2011, 09:57:27 pm »
Sure, ztrumpet.

Offline Builderboy

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Re: Motherload
« Reply #216 on: March 26, 2011, 09:58:08 pm »
Well, when it moves, even though it doesn't change the checkered pattern, the LCD delay is still there, so it mucks with other pixels.

Ah, so the lower speed when scrolling is whats causing the problems?

Offline DJ Omnimaga

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Re: Motherload
« Reply #217 on: March 26, 2011, 10:06:23 pm »
Yeah I always wondered why this happened no matter how Axe did grayscale. I guessed it was the slower scrolling, but even then I was surprised. O.o

SirCmpwn

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Re: Motherload
« Reply #218 on: March 26, 2011, 10:07:22 pm »
Hmm, this is kinda hard to explain from a phone.  I'll give a detailed explanation of why this happens next time I'm online.

Offline Camdenmil

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Re: Motherload
« Reply #219 on: March 27, 2011, 11:18:13 pm »
Wow this looks amazing, I started porting this game a few days ago and I don't want to continue because I'd feel like I'm copying and this version is a lot better than I could get it :thumbsup:
It is bad luck to be superstitious.

SirCmpwn

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Re: Motherload
« Reply #220 on: March 27, 2011, 11:23:54 pm »
I don't mind at all if you'd like to make your own version.  I'd be happy to help if you have any problems.

Offline TIfanx1999

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Re: Motherload
« Reply #221 on: March 28, 2011, 10:54:36 am »
Well, I have to say the screenies of this already look quite impressive. I'm not at all familiar with the original game, but it looks interesting. I'll definitely keep an eye on this. :)

Offline leafy

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Re: Motherload
« Reply #222 on: March 31, 2011, 09:40:26 pm »
There are a couple of glitches, but the greyscale looks just fine on my calculator. One glitch is that if your y velocity is too high you can smash through the ground and glitch through walls.
In-progress: Graviter (...)

SirCmpwn

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Re: Motherload
« Reply #223 on: March 31, 2011, 10:55:09 pm »
Yeah, I added terminal velocity so that you can't go fast enough to cause that.

SirCmpwn

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Re: Motherload
« Reply #224 on: April 02, 2011, 01:26:33 pm »
So, I just finished designing a better HUD, and I'm quite happy with the result.  However, it required a tradeoff.  I decided that, because you do not need a lot of screen space to enjoy Motherload, I reduced the amount of screen dedicated to the map, and added more to the HUD.  The HUD is now quite a bit bigger, and takes up half of the screen.  On the other hand, I think it looks spectacular, and I'll be keeping it this way for now.
In other news, adding a full-byte map to the surface for buildings and such progresses, and I fixed the propeller code.
I still have yet to improve the digging mechanic, and it is still evident when digging down while scrolling, and left as well.
« Last Edit: April 02, 2011, 01:27:51 pm by SirCmpwn »