Author Topic: Motherload  (Read 53489 times)

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Offline willrandship

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Re: Motherload
« Reply #255 on: April 05, 2011, 12:01:46 am »
Hmm....what about just having 3-level or monochrome to increase speed?

SirCmpwn

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Re: Motherload
« Reply #256 on: April 05, 2011, 12:02:06 am »
Absolutely not.  I've spent at least a third of the total time working on Motherload fine-tuning the grayscale.  It has arguably the best looking grayscale graphics of any Axe game out there right now, and that took a lot of hard work.  I will instead optimize the hell out of it until it submits and looks good.  And 3 level isn't an option either, since it doesn't get much better performance than 4 level.
« Last Edit: April 05, 2011, 12:05:49 am by SirCmpwn »

Offline Builderboy

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Re: Motherload
« Reply #257 on: April 05, 2011, 12:04:14 am »
what about having physics use onscreen coordinates with a map offset?

Offline DJ Omnimaga

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Re: Motherload
« Reply #258 on: April 05, 2011, 12:05:44 am »
I think the physic change is fine. After all it won't end up just moving up while holding down the jump key then instantly moving down at a constant speed when releasing it like in that old Mirage-only Mario game released before Super Mario 1.2

For grayscale are you planning to release a map demo so people can see how it's like? Maybe it will be fine so you don,t have to remove it completely or something.

SirCmpwn

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Re: Motherload
« Reply #259 on: April 05, 2011, 12:09:10 am »
what about having physics use onscreen coordinates with a map offset?
That wouldn't work too well, because of the size of the map, and some dirty tricks I'm going to have to do for the surface map and the boss.
For grayscale are you planning to release a map demo so people can see how it's like? Maybe it will be fine so you don,t have to remove it completely or something.
I'll release another demo on Wednesday, when I'm sure I'll have all this crud sorted out.

Offline willrandship

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Re: Motherload
« Reply #260 on: April 05, 2011, 12:10:37 am »
Quality over quantity eh? I admire that. I'd have given up on grey by now :P

I do like the idea of relative addressing, though. That way, you wouldn't sacrifice any physics capabilities, and it would make your engine even better! This is the same one from HL2 OC, right? That one was pretty darn cool.

Edit: OP Ninja :P
« Last Edit: April 05, 2011, 12:11:02 am by willrandship »

SirCmpwn

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Re: Motherload
« Reply #261 on: April 05, 2011, 12:14:32 am »
No, this engine is custom built for Motherload.  The HL2 engine handles multiple active bodies, where in Motherload there is only one active body and one complex static body, and using the HL2 engine would have caused unnecessary overhead.

Offline Eeems

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Re: Motherload
« Reply #262 on: April 05, 2011, 12:36:01 am »
Just saw all the screenshots and gave this topic a proper gander :) Love it so far :D
Can't wait for some good playable demos :P ( *hint hint* *nudge nudge* ).
/e

Offline leafy

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Re: Motherload
« Reply #263 on: April 05, 2011, 12:48:57 am »
Hehe I used the HL2OP engine in Graviter (or I tore a lot of it out of SirCmpwn's code) I would like a playable demo very much, if only to help find bugs :P I'm pretty good at doing that.
In-progress: Graviter (...)

SirCmpwn

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Re: Motherload
« Reply #264 on: April 05, 2011, 08:47:47 am »
Glad to hear you got some use out of the engine, could you credit me in the readme?

Eeems, coming soon to a calculator near you.

SirCmpwn

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Re: Motherload
« Reply #265 on: April 05, 2011, 04:26:02 pm »
So I reduced the map size to 42x666, which brought me back within memory constraints.  I also fixed some more bugs that showed up when digging deep, but map corruption showed up around 342 meters, and I don't know why, but I'm sure I'll be able to fix it.  I reduced the vertical physics precision to 6 units per pixel, and it still looks fine.  I left the horizontal precision the same.  Demo tomorrow, if all goes well!

Offline Deep Toaster

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Re: Motherload
« Reply #266 on: April 05, 2011, 10:21:32 pm »
The new HUD looks great :)

Now to figure out what "HUD" stands for :P




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Re: Motherload
« Reply #267 on: April 05, 2011, 10:24:08 pm »
Thanks, and some props to Runer112 for saving me the headache of making it stick out.  HUD is Heads Up Display, which is what all in-game interfaces are called.
I also optimized the up/down scrolling routines to be up to 8 times faster, which improved grayscale slightly when scrolling up and down.

Offline willrandship

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Re: Motherload
« Reply #268 on: April 05, 2011, 10:59:58 pm »
Nice! I did notice that a little in the screenies, I think.

SirCmpwn

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Re: Motherload
« Reply #269 on: April 05, 2011, 11:03:48 pm »
What did you notice?  There aren't any public screenies of the up/down scrolling optimizations.