Author Topic: SandLand  (Read 17427 times)

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Offline Builderboy

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Re: SandLand
« Reply #15 on: February 03, 2011, 12:59:24 am »
True, with particle physics, it might be best to contain it to a single room, all those particles add up O.O Plus scrolling and you have yourself a framerate nightmare

Offline squidgetx

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Re: SandLand
« Reply #16 on: February 03, 2011, 07:15:09 am »
Well I got the scrolling working anyway. Some of the collision detection is a little glitchy; and there is absolutely no checking when you are moving upwards. Other than that it looks okay though. It's a little slow, but I know several places that could be heavily optimized (I'm running through a few loops about 8 times as much as necessary XD), and I'm still at 6mhz.
« Last Edit: February 03, 2011, 07:15:23 am by squidgetx »

Offline DJ Omnimaga

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Re: SandLand
« Reply #17 on: February 03, 2011, 09:44:59 am »
Looks nice Squidgetx. I like the physics so far. :) Is the glitch you are talking about the blocks that magically appear at the bottom, though? ???

Offline squidgetx

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Re: SandLand
« Reply #18 on: February 03, 2011, 05:41:25 pm »
Update!

After much optimizing, I think it now runs FASTER than the original without scrolling :o. Also, I have fixed the bad collision detection: sometimes you could fall through the floor and such. Additionally, if you get too close to the edge, you will now semi-realistically slip down ;) If you fall really far down, the tiles will still randomly change because you have fallen past the limits of L1 :/

Oh and yeah, I added the character animation. It actually helps me debug the program too :D
« Last Edit: February 03, 2011, 05:46:59 pm by squidgetx »

Offline yunhua98

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Re: SandLand
« Reply #19 on: February 03, 2011, 05:47:19 pm »
Nice! I can't wait to see how this turns out. ;)

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Offline squidgetx

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Re: SandLand
« Reply #20 on: February 03, 2011, 07:54:05 pm »
Thanks.

comicIDIOT over at Cemetech has given me some great ideas, so once I get Spoiler for Hidden done, I will begin to work on destructable blocks, blocks with more friction or bounce than others, and collectibles :o (I don't think it'll be able to manage enemies though)

edit: 911! haha
« Last Edit: February 03, 2011, 08:01:01 pm by squidgetx »

Offline Madskillz

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Re: SandLand
« Reply #21 on: February 03, 2011, 08:32:25 pm »
That is great squidgetx...the character animation adds a lot. I also cant wait for all the different blocks.

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Re: SandLand
« Reply #22 on: February 03, 2011, 10:19:09 pm »
That looks wonderful!  Excellent job! ;D

One thing though:  Make sure that the character can't go up and into the block above him - it looks kinda weird. :)

Offline DJ Omnimaga

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Re: SandLand
« Reply #23 on: February 04, 2011, 03:02:45 am »
Darn this looks impressive! This is a bit how I wanted Supersonic Ball to be at first, except that I just didn't have the skills to do a tilemapper, then I just moved on.

Offline squidgetx

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Re: SandLand
« Reply #24 on: February 04, 2011, 07:12:15 am »
One thing though:  Make sure that the character can't go up and into the block above him - it looks kinda weird. :)
Are you just warning me, or did you actually see that ??? (Because I *think*have collision detection working in all 4 directions)/

Anyway, I've run into a problem. The problem is that, well, the particle physics that I had planned is going to be practically impossible. Why? Because, well, you can't do pixel testing off screen. And even if you could, I won't make the tilemapper draw offscreen either. So now I think I'm going to have to scrap my original idea, making the name SandLand have nothing to do with the game lol. However, I would take this awesome tilemapper and run with it, adding loads of awesome stuff like special blocks, collectibles, maybe even enemies. I think it's OK though, because my old idea wasn't going to make a game, I don't think. I mean, it's like, "Ok, there's water/sand/acid. So what?" I don't know, maybe I'm just rambling right now :P

tl;dr: There will probably be no particle physics or cellular automata in this. Sorry. I'm going to make everything else moar awesomes to compensate.

If I had seen this post earlier, things might have been different:
True, with particle physics, it might be best to contain it to a single room, all those particles add up
But I think I like where this project is going too much to try and steer it back to where I originally wanted it to go ;)
« Last Edit: February 04, 2011, 07:14:19 am by squidgetx »

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Re: SandLand
« Reply #25 on: February 04, 2011, 09:43:36 am »
As for particles, what kind did you plan to include? I guess you could use tilemap-based collision detection, but I don't know if it's possible and if it would be fast enough.

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Re: SandLand
« Reply #26 on: February 04, 2011, 05:00:57 pm »
One thing though:  Make sure that the character can't go up and into the block above him - it looks kinda weird. :)
Are you just warning me, or did you actually see that ??? (Because I *think*have collision detection working in all 4 directions)/
I see it happening when there's only 8 pixels of space (top to bottom) between blocks and you try and squeeze through there.  I fear this is also happening with left/right as well. :(

Sounds good.  It sure looks great! ;D

Offline leafy

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Re: SandLand
« Reply #27 on: February 05, 2011, 04:58:08 pm »
Just wondering, does your scrolling redraw the map every frame, and does it draw the entire map or only the screen dimensions?
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Offline squidgetx

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Re: SandLand
« Reply #28 on: February 05, 2011, 05:44:18 pm »
It redraws the whole thing every frame. (I find horiz/vertical annoying to work with when you have a character in the middle of the screen as well as changing velocities :P)

I kinda see what you mean ztrumpet. I'll get to work on fixing that :)
« Last Edit: February 05, 2011, 05:46:54 pm by squidgetx »

Offline leafy

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Re: SandLand
« Reply #29 on: February 05, 2011, 05:57:38 pm »
Those speeds are very impressive. Just wondering, how large is your map? Also good luck on your project :D
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