Author Topic: SandLand  (Read 17045 times)

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Offline squidgetx

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SandLand
« on: February 01, 2011, 07:33:15 pm »
This is a project that was inspired by Builderboy's Cellular Automata physics tutorial (hence the name). Ironically it currently does not have any kind of particle physics or cellular automata in it at all. For now I'm just working on the main character physics, and I've managed to produce something I thought was worthy enough to post and officially unveil this previously secret project ;)

More details on gameplay will be unveiled later, as I think that if I succeed, I want it to be a surprise (because it will look really, really cool). For now you can just know that it will be some sort of platformer with as much physics as I can cram into it.

Currently all the character physics are done, including horizontal acceleration and deceleration due to friction, collision/momentum with walls, jumping (use 2nd) with real gravity and such.

Next up is the scrolling tilemapper... I'm planning to use the tilemapper only for drawing, and not for collision detection. Hooray for inefficiency :D
« Last Edit: February 01, 2011, 07:50:31 pm by squidgetx »

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Re: SandLand
« Reply #1 on: February 01, 2011, 07:34:32 pm »
hmm, this sounds really cool :D  I wish you good luck on it!

Offline squidgetx

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Re: SandLand
« Reply #2 on: February 01, 2011, 07:40:13 pm »
I added vertical impulses. See first post for new stuff, as I'm sure most people haven't even read the topic yet.

Offline Builderboy

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Re: SandLand
« Reply #3 on: February 01, 2011, 07:41:46 pm »
Yayy I can't wait to see your particle physics in action :)

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Re: SandLand
« Reply #4 on: February 01, 2011, 07:49:19 pm »
Sounds cool.  Good luck. :)

Offline Binder News

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Re: SandLand
« Reply #5 on: February 01, 2011, 08:53:16 pm »
Niiiice. I really should get back to the physics on The 4th Dimension. Or maybe just turn the engines into a new mario-style game...
« Last Edit: February 01, 2011, 08:53:36 pm by Binder News »
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Offline squidgetx

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Re: SandLand
« Reply #6 on: February 02, 2011, 09:31:39 am »
Scrolling+acceleration=pain x.x.

Maybe I'll go with no scrolling, simply something similar to Zelda or Trio/Niko where you have 'rooms'....
« Last Edit: February 02, 2011, 09:35:59 am by squidgetx »

Offline Happybobjr

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Re: SandLand
« Reply #7 on: February 02, 2011, 09:35:44 am »
Request: rotation of the sprite.  if you are going left, rotate left. If right, rotate right.  (This will just turn the eyes oO )
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Re: SandLand
« Reply #8 on: February 02, 2011, 02:56:01 pm »
Very worthy of a unveil indeed!

Offline yunhua98

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Re: SandLand
« Reply #9 on: February 02, 2011, 05:21:20 pm »
wow!  that looks amazing!  and yea, maybe just rooms would be nice lol.

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Offline squidgetx

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Re: SandLand
« Reply #10 on: February 02, 2011, 08:10:44 pm »
I will try for a couple days to get a tilemapper working. It will be inefficient though, and if it's too slow I'll have to scrap it in order to make room for the other stuff.

Basically (gathering my thoughts here) I'm going to need to keep track of the X offset and Y offsets. When you move, I'll have to check if you get too close to the side of the screen in which case I change the offset value instead of the real X and Y screen values. The tilemap will be drawn using the offset value divided by 8 and then shifted by the offsets modulus 8.

Does anyone have any better ideas?
« Last Edit: February 02, 2011, 08:11:42 pm by squidgetx »

Offline Builderboy

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Re: SandLand
« Reply #11 on: February 02, 2011, 08:21:05 pm »
Instead of having the tilemap independent of the character, what about making them locked?  In your tile mapping routine you could have a basid *off screen* tile, and it might make things a lot simpler.

Offline squidgetx

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Re: SandLand
« Reply #12 on: February 02, 2011, 08:26:39 pm »
So having the character be locked in the center? That's an idea I was considering before....hmmmm

edit; @happybobjr, yeah I'll add that later :)
« Last Edit: February 02, 2011, 08:59:49 pm by squidgetx »

Offline Binder News

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Re: SandLand
« Reply #13 on: February 02, 2011, 10:12:30 pm »
I will try for a couple days to get a tilemapper working. It will be inefficient though, and if it's too slow I'll have to scrap it in order to make room for the other stuff.

Basically (gathering my thoughts here) I'm going to need to keep track of the X offset and Y offsets. When you move, I'll have to check if you get too close to the side of the screen in which case I change the offset value instead of the real X and Y screen values. The tilemap will be drawn using the offset value divided by 8 and then shifted by the offsets modulus 8.

Does anyone have any better ideas?
Sounds like what I'm using for The 4th Dimension. You can have the source, if you PM me.
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Offline shmibs

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Re: SandLand
« Reply #14 on: February 02, 2011, 10:31:23 pm »
i'm doing the 'locked' method for blaster master, although i'm still not convinced i've finished optimising the tilemapper, so it may not be the best reference.

if you're doing particle physics, though, i think rooms would be the best bet. maybe your character sprite could be slightly smaller to make it not feel so cramped? good luck with whatever this is, squidget!