Author Topic: SandLand  (Read 17426 times)

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Offline Madskillz

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Re: SandLand
« Reply #75 on: February 23, 2011, 02:30:51 pm »
Looks great squid

Offline squidgetx

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Re: SandLand
« Reply #76 on: February 23, 2011, 03:45:26 pm »
Haha, thanks guys :)

Next, moving platforms and grayscale collectibles/water (the only way to do stuff like that since collision is pixel based :x)

Offline z80man

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Re: SandLand
« Reply #77 on: February 23, 2011, 03:54:04 pm »
Nice, and i bet you could still keep it smooth scrolling.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline ztrumpet

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Re: SandLand
« Reply #78 on: February 23, 2011, 04:15:24 pm »
This is looking great!  Every time I see it, it gets better and better.  Nice job! ;D

Offline DJ Omnimaga

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Re: SandLand
« Reply #79 on: February 25, 2011, 10:18:15 pm »
This is nice, I really love the scrolling speed! I think it's a bit hard to move while in the air, though, but again it might be due to the level design and the fact you bounce back when hitting platforms.

Offline leafy

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Re: SandLand
« Reply #80 on: February 25, 2011, 10:24:50 pm »
This is turning out amazing. I love the tiles, they remind me of the obligatory "underground/temple" levels in platformers :P
Can't wait to see more!
In-progress: Graviter (...)

Offline shmibs

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Re: SandLand
« Reply #81 on: February 25, 2011, 11:28:34 pm »
i just now realised that some of the tiles break when hit with sufficient momentum!
dude!

Offline squidgetx

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Re: SandLand
« Reply #82 on: February 26, 2011, 11:12:17 am »
i just now realised that some of the tiles break when hit with sufficient momentum!
dude!
awwwwwwwwwwwwwwwwwww yeaaaaaaahhhhhh 8)

True, it is a bit difficult to move in the air. But then again, in real life it is kind of difficult to move in mid-air. I'll be sure not to make the initial levels too difficult.

Offline aeTIos

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Re: SandLand
« Reply #83 on: February 26, 2011, 03:16:01 pm »
Haha, thanks guys :)

Next, moving platforms and grayscale collectibles/water (the only way to do stuff like that since collision is pixel based :x)
What I do, is first checking for a collectible, and then the collision detection.
I'm not a nerd but I pretend:

Offline DJ Omnimaga

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Re: SandLand
« Reply #84 on: February 28, 2011, 06:19:10 pm »
i just now realised that some of the tiles break when hit with sufficient momentum!
dude!
Really? I didn,t notice that at all O.O

i just now realised that some of the tiles break when hit with sufficient momentum!
dude!
awwwwwwwwwwwwwwwwwww yeaaaaaaahhhhhh 8)

True, it is a bit difficult to move in the air. But then again, in real life it is kind of difficult to move in mid-air. I'll be sure not to make the initial levels too difficult.
Yeah I know, kinda like in the first SMB. Just make the levels not too hard. X.x