Author Topic: RUUUUNNNNNN!!!!  (Read 9238 times)

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Offline cooliojazz

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RUUUUNNNNNN!!!!
« on: February 01, 2010, 11:57:07 pm »
OK, so that seemingly random matrix question about matrix shifting was for this game I've been working on, generically dubbed, RUN!  The goal is to go fast enough around the screen as to avoid getting squished to the lefty hand side of the screen by the shifting blocks.  Sometimes, though, you're route is blocked.  That's when the jumps come in handy, allowing you to jump over one block in any direction by pressing [2ND] then the direction you want to go.  The jumps respawn over time ( I think I have a bug, not sure, I think sometimes you randomly gain 3 or 4 extra for no apparent reason, haven't really payed attention to that). There really is not much point to the game as of yet, and the matrix shift STILL takes to long (look at the obvious movement delay) and the [2ND] key takes forever to trigger for some reason (you have to keep holding it till the jump # decrements, really) but there ya go.  And I *think* this is the first game I've actually released...
NOTE: I DO plan on improving this.  Just maybe not right now.
Oh yeah, almost forgot.  It needs XLib.  Which can probably be deduced from the screenshot, but you never know. :P
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Offline DJ Omnimaga

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Re: RUUUUNNNNNN!!!!
« Reply #1 on: February 02, 2010, 01:57:29 am »
mhmm seems nice, interesting concept too. I will try to play this when I get some time.

As suggestion, I wonder if you could have certain blocks so if you move on them, you go rigth one tile, on some others you go up, on some others down? It might add some more challenge. Also have some blocks you can jump over, altough not too many so we can't get stuck

Offline Builderboy

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Re: RUUUUNNNNNN!!!!
« Reply #2 on: February 02, 2010, 02:05:55 am »
It seemed to me that the screenshot was running very slow?  The pixels seemed to be fading very slowly...

The scrolling looks very nice though :) gladyou got it all worked out, although I still wonder if there would have been Ny way to get radial matrices working, I amigone almost everything would have to be rewritten though D: and what you have works great :)

Offline DJ Omnimaga

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Re: RUUUUNNNNNN!!!!
« Reply #3 on: February 02, 2010, 02:15:51 am »
You need to view it either in Firefox or Opera, or download it and open in Quicktime, else in other browsers it will be 3x slower due to the 10 fps limit

Offline Builderboy

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Re: RUUUUNNNNNN!!!!
« Reply #4 on: February 02, 2010, 02:18:07 am »
Mmmm strange, I was using firefox, maybe I'll try some other browsers or QuickTime like you suggested...

Offline Galandros

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Re: RUUUUNNNNNN!!!!
« Reply #5 on: February 02, 2010, 09:17:38 am »
Very nice.

If the it was just a little faster and if possible responsive, it would be perfect in therms of speed. Or on real calculator it is better than the screen shot?
* Galandros encourages you to speed up the run

I saw one time the 3 jumps gain when you go back... I have some suggestions:
- alpha for jumping 2 blocks and they spend 2/3 jumps
- gain extra jumps when you go back (it is like retreating to have space to run faster and jump more) or just not suffer the jumps decrease
Hobbing in calculator projects.

Offline TIfanx1999

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Re: RUUUUNNNNNN!!!!
« Reply #6 on: February 02, 2010, 11:09:32 am »
It looks to be a bit slow in Fire fox to me as well. I was also wondering, how do you tell which tiles are impassable?

Offline Tribal

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Re: RUUUUNNNNNN!!!!
« Reply #7 on: February 02, 2010, 11:26:34 am »
Tried it on wabbitemu, it looks slow in the gif because it does run kinda slow, another thing I noticed is I get a "INVALID DIM" error the first time I run it, I'm not sure why, I completely cleared everything out(only the pic, game, and xLib are installed) and it almost right away gives me that error, although running it again doesn't give this error, I find that a little strange.

Edit: Also, looking at your code you use rowswap in a loop, although this is a efficient way to save bytes, if you typed them out that would give it a speed boost.
« Last Edit: February 02, 2010, 11:31:36 am by Tribal »

Offline DJ Omnimaga

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Re: RUUUUNNNNNN!!!!
« Reply #8 on: February 02, 2010, 02:37:15 pm »
Could it be a variable he forgot to set the first time game is ran? Sometimes when people release stuff they forget to remove dependencies on certain variables during startup

Offline TsukasaZX

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Re: RUUUUNNNNNN!!!!
« Reply #9 on: February 02, 2010, 02:59:04 pm »
Looks like fun!
I also think the game should include un-jump-able blocks, directional blocks, and ALPHA super-jumping.

Also, off topic but what are you using for animated screenshots? I'm tired of Wabbit's tiny screenies :X
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Offline DJ Omnimaga

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Re: RUUUUNNNNNN!!!!
« Reply #10 on: February 02, 2010, 03:04:13 pm »
Mhmm it's possible to do larger screenies in WabbitEmu. Just make sure the 2x option is checked. You can even make them so it has that green-ish color.

Offline Tribal

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Re: RUUUUNNNNNN!!!!
« Reply #11 on: February 02, 2010, 03:07:26 pm »
Could it be a variable he forgot to set the first time game is ran? Sometimes when people release stuff they forget to remove dependencies on certain variables during startup

I thought that, but I re-deleted everything after the first run and yet again, it ran fine. I'm kinda confused as to why it's doing this :X

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Re: RUUUUNNNNNN!!!!
« Reply #12 on: February 02, 2010, 03:14:10 pm »
I hope it's not one of these hard to recreate bugs x.x

Offline ztrumpet

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Re: RUUUUNNNNNN!!!!
« Reply #13 on: February 02, 2010, 04:36:57 pm »
Wow, yet anothere great project released today!  This looks really cool!
Great job. :D

Offline cooliojazz

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Re: RUUUUNNNNNN!!!!
« Reply #14 on: February 02, 2010, 06:31:09 pm »
@Galandros That seems to be about how fast it is on calc, and yes i know it needs to go a bit faster, and thats one of the things i will try to work on now that most of it seems to work.  Also, thanks for bringing to my attention what seemed to trigger the (now confirmed) jump increase bug, though the rest of what you said confused me. :P
@Art_of_Camelot As of now all tiles are passable.  The different designs are just an aesthetic effect.
@Tribal Yes I've noticed that bug that comes up at random times, and i think it has something to do with clearing the screen and the x/y variables that i'm stupid to use scince sometimes it comes up after graphing something etc. i think.  I didnt really worry about it yet though, since it only seems to trigger once, then re-running fixes it (for a while at least :P )
@TsukasaZX Ooh thats a good idea.  I'll see if i can fit that in without further speed decreases (biggest problem i seem to always have: speed XD ) and i was just using wabbitemu...

Also, what about slowly increasing the shifting frequency over time?  How does that sound?  Also (again) would you agree that the jumps increase too fast?
EDIT: Fixed the startup bug. It had something to do with Using the text command and a sprite command together, err, well in the same code, after looking at the graphscreen or maybe actually graphing something, not sure.  Anyways, when the Text command is first used, it resets the x or y (also makes the sprite commands not draw), dont remember which, so adding a pxl_Off somewhere at the top of my code fixed it.  Dang, i had it all reasoned out to exactly what caused it and how that fixed it, but now i mostly forget. :(  Anyways, out of curiostiy, anybody know why it does that?
« Last Edit: February 02, 2010, 08:31:07 pm by cooliojazz »
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