Author Topic: SandLand  (Read 17058 times)

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Offline DJ Omnimaga

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Re: SandLand
« Reply #30 on: February 06, 2011, 01:39:59 am »
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 :)
Yeah true. This is why I didn't want to use them in Supersonic Ball. X.x

It seems pretty fast by the way, despite drawing the whole thing every frame. :D

Offline squidgetx

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Re: SandLand
« Reply #31 on: February 06, 2011, 10:36:25 am »
My maps are 32x32 tiles, though I could change them to any dimensions if I wanted to (but I think I like 32x32)

Yeah, the tilemapper is much fastet than I thought it would be...and it could even still be optimized further...>:D
« Last Edit: February 06, 2011, 11:07:54 am by squidgetx »

Offline leafy

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Re: SandLand
« Reply #32 on: February 06, 2011, 11:21:46 pm »
I never really liked bouncy ball <sic> games much because they're so counterintuitive to a person who's played classic platformers all his life :D Also I was thinking instead of making the player slide off if they get too close to an edge, make it like sonic, where it shows a graphic of him balancing on the edge for a while, then falling off. Or was it SSB? I forget.
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Offline shmibs

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Re: SandLand
« Reply #33 on: February 07, 2011, 03:32:31 am »
i, too, am rather impressed by those ridiculous speeds(and i may have to get you to help with optimising things eventually, if you wouldn't mind). however, i ran into something a bit disconcerting. granted, the player did start inside a tile upon running the program, but the last time it was run he started in the air, fell down, and then got stuck in/proceeded to sink through the ground.

Offline ztrumpet

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Re: SandLand
« Reply #34 on: February 07, 2011, 03:49:19 pm »
That's... strange.  Good luck fixing it. :)

Could you make it so that so tiles are made of sand and you have to sink through them like that? :D

Offline Binder News

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Re: SandLand
« Reply #35 on: February 07, 2011, 04:18:19 pm »
Is the tile mapper on Full mode, or Normal?
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Offline squidgetx

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Re: SandLand
« Reply #36 on: February 07, 2011, 05:41:33 pm »
shmibs: thanks! and I would love to help you optimize for blastermaster :).
ztrumpet: Currently the collision is pixel based, but theoretically maybe I could make a special case for the sand tiles...perhaps
Binder: The program is on Normal mode. here's what it looks like on Full XD. It's so fast I can barely control it

Currently I am having issues with slopes, and I'm thinking I'll just resort to having slopey-ness be part of a block's list of attributes (instead of pixel testing) in addition to friction, bounciness, and breakability. (which I haven't really added yet either). So while I brainstorm about this, you guys can have fun with this new build that has different tiles in it :o (and hopefully fixes shmibs' bug)

Note that I haven't yet added level support and that the game, every time you run it, reads whatever happens to be in L1 :P
« Last Edit: February 07, 2011, 05:59:08 pm by squidgetx »

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Re: SandLand
« Reply #37 on: February 07, 2011, 05:57:29 pm »
Holy COW! I have a pretty fast tile mapper, but it goes the speed on Full that yours does on Normal! I really would like to know how you got it to go that fast.
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Offline Builderboy

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Re: SandLand
« Reply #38 on: February 07, 2011, 06:35:41 pm »
Wow I was thinking to myself "Thats now *that* fast of a screenshot" until I realized I was on Chrome, and it was playing at like third speed XD Amazing job on the mapper and good luck on implementing slopes!  They really are tricky D:

Offline shmibs

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Re: SandLand
« Reply #39 on: February 07, 2011, 07:53:34 pm »
at this point, squidget, i think simply being able to glance at your source would be enough for my purposes (and maybe even run enemies in 6mhz)
EDIT:
there is one thing, though. how could one go about making a loop to accomplish Repeat A=B+C:End (Edit: to clarify Repeat (A=B)+C) without requiring the use of a "="?
« Last Edit: February 07, 2011, 08:44:01 pm by shmibs »

Offline ztrumpet

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Re: SandLand
« Reply #40 on: February 07, 2011, 08:03:19 pm »
Looking great, squidgetx! ;D

While B+C-A: End would probably work. :)

Offline squidgetx

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Re: SandLand
« Reply #41 on: February 08, 2011, 07:18:56 am »
Haha, thanks guys. I'll comment up the source and get it to you later shmibs :)

Offline leafy

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Re: SandLand
« Reply #42 on: February 08, 2011, 03:11:19 pm »
<leafy wants to see source too> :D <puppy eyes>
« Last Edit: February 08, 2011, 03:11:30 pm by leafiness0 »
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Offline squidgetx

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Re: SandLand
« Reply #43 on: February 08, 2011, 08:03:02 pm »
Here is sourcey. It is slightly more optimized than before, too, thanks to calc84maniac.

It probably could be optimized more too, but I think then it would get too unreadable, plus I need the flexibility of the current setup.
Anyway, this offers a pretty good physics lesson as well as a tilemapping one. Have fun guys :)
« Last Edit: February 08, 2011, 08:03:31 pm by squidgetx »

Offline shmibs

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Re: SandLand
« Reply #44 on: February 08, 2011, 09:25:35 pm »
=DDD
thanks, squidget.