Author Topic: My First Quantum Translocator  (Read 46012 times)

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Offline meishe91

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Re: My First Quantum Translocator
« Reply #15 on: September 29, 2010, 06:31:01 pm »
That looks really sweet! Great job. I'm going to guess the box in the top left corner is the cool down? Also, just a suggestion, a gray jump shadow might be a cool thing to implement.
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Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #16 on: September 29, 2010, 11:36:08 pm »
Nice so far ^^. You may want to fix going out of the screen, though :P

In the final version, when I have level loading working, that'll be a cue to go to the next level. Until then, WALLS. ^_^
Ah ok ^^

Good luck on the project. :)

Offline willrandship

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Re: My First Quantum Translocator
« Reply #17 on: September 30, 2010, 11:16:51 am »
Cool screenshots! Looks even more accurate than the original! :P

Offline Broseph Radson

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Re: My First Quantum Translocator
« Reply #18 on: September 30, 2010, 11:25:01 am »
Wow that is EPIC! Nice screenshot :D

Offline JustCause

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Re: My First Quantum Translocator
« Reply #19 on: September 30, 2010, 12:54:59 pm »
Cellar Door Games has now taken an official interest in the project: check the old vid.
See you, space cowboy...

Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #20 on: September 30, 2010, 06:04:29 pm »
Wow that doesn't happen everyday o.o. A company taking interest in a calc clone of their game I mean. With Space Station Pheta, Threefingeredguy got asked to stop working on his clone, but then both parties got into agreement and he was allowed to finish it.  I hope you manage to finish this calc version of My First Quantum Transcolator. Maybe the game will eventually get attention outside the TI community. Make sure to backup often in case you get RAM clears.

Offline ztrumpet

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Re: My First Quantum Translocator
« Reply #21 on: September 30, 2010, 07:22:16 pm »
That's really awesome.

Also, I had a chance to try the original and I can't wait for a calc version.  Good luck! ;D

Offline Halifax

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Re: My First Quantum Translocator
« Reply #22 on: September 30, 2010, 08:00:50 pm »
I watched the screenshot and at first was like where is the block popping out of from? Haha, but now I understand the concept. That's awesome, it's like a whole new world of puzzles. Keep up the good work!
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Offline shmibs

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Re: My First Quantum Translocator
« Reply #23 on: September 30, 2010, 08:48:24 pm »
this looks promising!
good luck

Offline JustCause

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Re: My First Quantum Translocator
« Reply #24 on: October 01, 2010, 08:59:36 am »
Thanks for all the support, guys! I never would have gotten anywhere without you.

New update today by 12:00 CST: includes grayscale shadow (hehe meishe), a host of minor optimizations, more walls, a fundamental change to the momentum code that you won't notice, and all sorts of other things.

I've hyper-commented the source and will upload that as well. Optimizations welcome.

I'll also upload three or so pages of my notes, as well as a sketch of the planned splash screen and maybe other things.
« Last Edit: October 01, 2010, 09:00:12 am by JustCause »
See you, space cowboy...

Offline DJ Omnimaga

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Re: My First Quantum Translocator
« Reply #25 on: October 01, 2010, 09:41:59 am »
12:00 as 12 AM?

Can't wait until you can post update here :)

Offline Runer112

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Re: My First Quantum Translocator
« Reply #26 on: October 01, 2010, 09:48:14 am »
Shaved 216 bytes off the executable ;) Not bad, considering saving 216 bytes in a 1519-byte executable is 15% gone with just code optimizations.
« Last Edit: October 01, 2010, 09:51:01 am by Runer112 »

Offline JustCause

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Re: My First Quantum Translocator
« Reply #27 on: October 01, 2010, 09:52:49 am »
12:00 as 12 AM?
12 PM.
Shaved 216 bytes off the executable ;) Not bad, considering saving 216 bytes in a 1519-byte executable is 15% gone with just code optimizations.
Thanks, will update new source before upload.
See you, space cowboy...

Offline Runer112

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Re: My First Quantum Translocator
« Reply #28 on: October 01, 2010, 09:58:44 am »
By the way, just to clarify something: a lot of the optimizations were just code order and logic optimizations, but a decently sized part of the optimization was that I changed how subroutine CY works. Instead of storing the result into r6, it now simply returns the value directly to where it was called. I adjusted all your existing calls to subroutine CY already, but in the future, instead of doing something like:
Code: [Select]
sub(CY,3
If r₆
Just do:
Code: [Select]
If sub(CY,3
And just a note, using sub() like this can sometimes cause an argument error when compiling if you leave out the closing parenthesis. If you get this error, just add the closing parenthesis. (Press PRGM when the error is displayed to go to the exact point in the code where you need to add the parenthesis)
« Last Edit: October 01, 2010, 10:01:02 am by Runer112 »

Offline JustCause

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Re: My First Quantum Translocator
« Reply #29 on: October 01, 2010, 10:48:58 am »
By the way, just to clarify something: a lot of the optimizations were just code order and logic optimizations, but a decently sized part of the optimization was that I changed how subroutine CY works. Instead of storing the result into r6, it now simply returns the value directly to where it was called. I adjusted all your existing calls to subroutine CY already, but in the future, instead of doing something like:
Code: [Select]
sub(CY,3
If r₆
Just do:
Code: [Select]
If sub(CY,3
And just a note, using sub() like this can sometimes cause an argument error when compiling if you leave out the closing parenthesis. If you get this error, just add the closing parenthesis. (Press PRGM when the error is displayed to go to the exact point in the code where you need to add the parenthesis)
Thanks! I knew I should have been able to do something like that. I'll update the source and recompile before posting the update.

Also, will doing /2/2/25 save speed compared to /100? Chain division or something...would love help on that
See you, space cowboy...