Author Topic: Seeker  (Read 32416 times)

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Offline saintrunner

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Re: Seeker
« Reply #45 on: December 09, 2011, 11:02:33 pm »
I know I got that, sorry, PLEASE OMNI GODS! SEND AN INTELLIGENT CODER WHO KNOWS PXL-TESTING TO THIS THREAD!!!   (and not saying you guys can't help, but I think we all need one of this people.)
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Offline epic7

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Re: Seeker
« Reply #46 on: December 09, 2011, 11:03:30 pm »
I'm experimenting with a for loop now to check downwards a couple pxls varying on the velocity.

Offline saintrunner

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Re: Seeker
« Reply #47 on: December 09, 2011, 11:04:17 pm »
hmmm that might work, if you figure it out tell me :)
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Offline epic7

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Re: Seeker
« Reply #48 on: December 09, 2011, 11:05:21 pm »
I'm too tired now :P
* epic7 goes to bed

Offline LincolnB

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Re: Seeker
« Reply #49 on: December 10, 2011, 01:56:59 pm »
I know I got that, sorry, PLEASE OMNI GODS! SEND AN INTELLIGENT CODER WHO KNOWS PXL-TESTING TO THIS THREAD!!!   (and not saying you guys can't help, but I think we all need one of this people.)

Hello? ;) I'll see what I can do, you're asking about getting realistic gravity working with pixel testing commands, right?
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Offline epic7

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Re: Seeker
« Reply #50 on: December 10, 2011, 03:12:24 pm »
I had an idea, but it didn't work. Here it is with leafy's optimizations:

{°W+1}→θ ;Stores velocity to θ to check below the player
For(E,0,θ)
If pxl-Test({°X+1}+2,{°Y+1}+E+8)+(pxl-Test({°X+1}+4,{°Y+1}+E+8)) ;Im not sure what {° does :P
;reset stuff
Goto PP
End:End
Lbl PP

Doesnt work. The player snaps to the ground.

Offline leafy

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Re: Seeker
« Reply #51 on: December 10, 2011, 03:14:38 pm »
Could you draw out a picture of what you want to do? It's still kind of vague, and I don't really know what you're getting at.
In-progress: Graviter (...)

Offline epic7

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Re: Seeker
« Reply #52 on: December 10, 2011, 03:29:41 pm »
The goal is to do collision detects for the ground with gravity.
I thought that I should make it check further below the player if the velocity is fast.

Offline leafy

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Re: Seeker
« Reply #53 on: December 10, 2011, 03:37:45 pm »
This assumes your character is 6 pixels wide and 8 pixels tall.
W is your y-velocity

If W>>0
7
End
→θ
{°X+1}→S
While pxl-Test(S,{°Y+1}→T+θ)+pxl-Test(S+5,T+θ)
0→W
If θ
Y-256→Y
Else
Y+256→Y
End:End

This isn't the most optimized solution, but it's the general way to do it, seeing as I'm still not sure as to what you're getting at.
In-progress: Graviter (...)

Offline saintrunner

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Re: Seeker
« Reply #54 on: December 10, 2011, 05:06:53 pm »
Yeah what i have is y+v->y and v+a->a and then v is set as a negative. and the pxltests work for whereever you start but, it goes so fast that you can't jump onto a platform
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Offline LincolnB

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Re: Seeker
« Reply #55 on: December 10, 2011, 07:20:23 pm »
Okay, I spent the last coupla hours working on this. I set up a physics engine that has perfect collisions, using only pxl-Test. This thing has no tilemap :)



BTW, this is all 6MHz. Also, if you noticed from the screenie, the engine supports slopes as well. Source is attached.
Completed Projects:
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In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline parserp

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Re: Seeker
« Reply #56 on: December 10, 2011, 07:26:06 pm »
Okay, I spent the last coupla hours working on this. I set up a physics engine that has perfect collisions, using only pxl-Test. This thing has no tilemap :)



BTW, this is all 6MHz. Also, if you noticed from the screenie, the engine supports slopes as well. Source is attached.
Sweet!!! question: what is 6MHz?

Offline LincolnB

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Re: Seeker
« Reply #57 on: December 10, 2011, 07:26:32 pm »
You know the Axe command Full? This doesn't use that, it uses normal speed.
Completed Projects:
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In Medias Res - Contest Entry

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Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline parserp

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Re: Seeker
« Reply #58 on: December 10, 2011, 07:26:55 pm »
You know the Axe command Full? This doesn't use that, it uses normal speed.
ah, ok. that makes sense now. :)

Offline epic7

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Re: Seeker
« Reply #59 on: December 10, 2011, 08:36:48 pm »
Cool, I'll go check out butts's program. :D