Author Topic: SandLand  (Read 16992 times)

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Offline squidgetx

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Re: SandLand
« Reply #45 on: February 09, 2011, 07:12:58 am »
Note; there's a bug. Change the line Q<<0-(Q>>0)->W to Q<<0*2-1->W. Otherwise you'll sink through the ground ;)

« Last Edit: February 09, 2011, 07:13:08 am by squidgetx »

Offline squidgetx

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Re: SandLand
« Reply #46 on: February 09, 2011, 08:05:43 pm »
rawr, double post update!
Anyway, I've fixed up many collision/jumping bugs as well as added the ability to slowly move in the air if you have no initial x velocity (basically you use this to get out of holes).

And I finally made a chrome friendly screenie, heh heh :)

Also I have a bunch of ideas for different blocks: think conveyor belts? super bouncy or floaty ones? some with massive friction, others with none? And I have an idea on how to implement moving platforms as well....(pixel testing collision makes for lots of flexibility in the engine :D)
« Last Edit: February 12, 2011, 12:00:39 pm by squidgetx »

Offline ztrumpet

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Re: SandLand
« Reply #47 on: February 09, 2011, 08:09:48 pm »
Looks great!

When you're "stuck" in the hole there, you're still going into the tiles though. :-\

Offline squidgetx

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Re: SandLand
« Reply #48 on: February 09, 2011, 08:14:05 pm »
Do you mean when the char kinda sinks down by 1 pixel? Yeah, that is leftover from my old way of doing slopes: collision doesn't check the last pixel. I am going to try again to get pixel-based slopes working which is why that hasn't been fixed yet :)

Offline ztrumpet

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Re: SandLand
« Reply #49 on: February 09, 2011, 08:34:01 pm »
No, I mean left and right.  One row of pixels can by in the row of the sprite's next to it.

Offline squidgetx

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Re: SandLand
« Reply #50 on: February 09, 2011, 08:44:40 pm »
Ah, I see what you are talking about now. Unfortunately I have no idea what causes it :( ...Maybe I forgot a pxl-test somewhere.

Offline Xanwell

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Re: SandLand
« Reply #51 on: February 09, 2011, 09:38:33 pm »
I like the small bouncing effect when you land after a jump. Seems like stuff like that goes a long way towards making the physics more believable.


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Offline z80man

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Re: SandLand
« Reply #52 on: February 09, 2011, 10:57:34 pm »
I was wondering, how come when you are moving some tiles seem to quickly appear then disappear. Is this just some leftover data in the ram when the tile mapper starts drawing?

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 #53 on: February 10, 2011, 05:01:34 pm »
I think it's because he's reading from too close to the start of L1, and he's changing the Variables in Axe (which reside just before the start of L1). :)

Offline squidgetx

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Re: SandLand
« Reply #54 on: February 10, 2011, 07:15:00 pm »
^This is true. I will eventually add some sort of external level support which will prevent this from happening. Actually, I'll probably do it soon since L1 messes up every time I compile, so testing stuff gets annoying.

Also I realized moving platforms will be much harder than I thought previously. Unless you pretend they're made of ice :P (Relative motion is annoying). So don't hold your breath on that...
« Last Edit: February 10, 2011, 07:49:07 pm by squidgetx »

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Re: SandLand
« Reply #55 on: February 10, 2011, 08:03:39 pm »
maybe make them move only by 8 pixel increments?  that wouldn't be so bad actually.  Or even better, code them in as "objects" that based on simple velocities will keep moving, and are drawn before pixel testing of course :)

EDIT: in fact using an approach similar to TaNF's enemies, it would be a cinch, just have their updates and such in the main loop.
« Last Edit: February 10, 2011, 08:04:24 pm by Ashbad »

Offline squidgetx

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Re: SandLand
« Reply #56 on: February 10, 2011, 08:07:01 pm »
The problem is that, sure I can make them move. That's easy. The hard part is that if you're standing on them, and they are moving, you will not move with it automatically. So you would actually slide off of it....Basically in addition to
1) drawing and moving the platform
I have to
2) detect if you are standing on a platform
3) retrieve velocity of said platform
4) increase X position of player by that amount

It's not impossible, but just annoying, and probably unavoidably buggy. :-\
« Last Edit: February 10, 2011, 08:07:31 pm by squidgetx »

Offline ztrumpet

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Re: SandLand
« Reply #57 on: February 10, 2011, 09:01:21 pm »
Oh, that could be a problem.  I hope you find a solution though, 'cause they'd be epic! ;D

Offline leafy

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Re: SandLand
« Reply #58 on: February 10, 2011, 10:35:12 pm »
Also you should add an x-velocity limit (unless you don't want to) I've noticed that if there's a flat piece of ram randomness, you can accelerate horizontally to inifinity (or 256)
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Offline z80man

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Re: SandLand
« Reply #59 on: February 10, 2011, 11:59:13 pm »
If an object accelerates past 256 does it just then stop?

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)