Author Topic: YAMGT  (Read 99130 times)

0 Members and 1 Guest are viewing this topic.

Offline FinaleTI

  • Believe in the pony that believes in you!
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1830
  • Rating: +121/-2
  • Believe in the pony that believes in you!
    • View Profile
    • dmuckerman.tumblr.com
Re: "Maxwell's Demon" Port (Axe)
« Reply #15 on: November 24, 2010, 01:00:03 pm »
There's an 8xp below the screenshot.


Spoiler For Projects:

My projects haven't been worked on in a while, so they're all on hiatus for the time being. I do hope to eventually return to them in some form or another...

Spoiler For Pokemon TI:
Axe port of Pokemon Red/Blue to the 83+/84+ family. On hold.

Spoiler For Nostalgia:
My big personal project, an original RPG about dimensional travel and a few heroes tasked with saving the world.
Coding-wise, on hold, but I am re-working the story.

Spoiler For Finale's Super Insane Tunnel Pack of Doom:
I will be combining Blur and Collision Course into a single gamepack. On hold.

Spoiler For Nostalgia Origins: Sky's Story:
Prequel to Nostalgia. On hold, especially while the story is re-worked.

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: "Maxwell's Demon" Port (Axe)
« Reply #16 on: November 24, 2010, 01:00:59 pm »
There's an 8xp below the screenshot.

Oooh sorry didn't see it, NOW I CAN PLAY!

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: "Maxwell's Demon" Port (Axe)
« Reply #17 on: November 24, 2010, 01:12:21 pm »
Okay, that would be the wrong post :P
Will edit the poll and post screenies for the poll.

I've been doing some graphic work.
Two options...

...see poll

The gameplay's exactly the same for both, it's just the bar that's different.
And btw I can easily take out/add the dots in the middle of it.

I feel like I'd better clarify about what the bar does.
It's split into the value of the number of balls (so if there's 4 balls, it's split into 4 parts, each ball having one part).
Black balls are on the left of the meter, white balls on the right.  You can probably tell where the division is.
From the side to the division (normally in the middle, but it chooses at random so more than likely it will be off to one side or another), it shows the number of balls that are correct by varying the length.
« Last Edit: November 24, 2010, 01:47:28 pm by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: "Maxwell's Demon" Port (Axe)
« Reply #18 on: November 24, 2010, 04:25:49 pm »
it looks like the one on the right is better, and I very much agree too.

Just tried game, very fun, very hard, a bit addicting

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: "Maxwell's Demon" Port (Axe)
« Reply #19 on: November 24, 2010, 09:19:18 pm »
I like the right one better, although it took me a while to understand it for some reasons. Nice, though!

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: "Maxwell's Demon" Port (Axe)
« Reply #20 on: November 24, 2010, 09:41:51 pm »
i like the one on the left better, just because it's a bit less chaotic and more intuitive.

Offline Quigibo

  • The Executioner
  • CoT Emeritus
  • LV11 Super Veteran (Next: 3000)
  • *
  • Posts: 2031
  • Rating: +1075/-24
  • I wish real life had a "Save" and "Load" button...
    • View Profile
Re: "Maxwell's Demon" Port (Axe)
« Reply #21 on: November 24, 2010, 10:53:48 pm »
Oh wow, I didn't even realize that's what it was actually called. :P

Fun game though!  One idea (but it would be a hard difficulty) is to have a vertical and horizontal slider, so 4 regions and 4 colors/shapes of balls.
___Axe_Parser___
Today the calculator, tomorrow the world!

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: "Maxwell's Demon" Port (Axe)
« Reply #22 on: November 25, 2010, 01:15:08 am »
One idea (but it would be a hard difficulty) is to have a vertical and horizontal slider, so 4 regions and 4 colors/shapes of balls.
I actually had an idea like that at first, maybe if I add menus it could be an extreme mode or something ;)
I would probably have to take out the bar on top, and I would need four types of balls :P 4-level grayscale makes this possible, but still...time for me to learn about Pt-Mask(


Wow, 4-4 votes...maybe I'll just upload both :P

VAR 1 and VAR 2 are the two variations, in the order of the screenies in the poll.
« Last Edit: November 25, 2010, 01:19:14 am by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: "Maxwell's Demon" Port (Axe)
« Reply #23 on: November 25, 2010, 01:44:40 am »
Cool I'Ll try it when I have more free time :)

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: "Maxwell's Demon" Port (Axe)
« Reply #24 on: November 25, 2010, 02:10:30 pm »
I'm already trying. Great, a new update!

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: "Maxwell's Demon" Port (Axe)
« Reply #25 on: November 25, 2010, 06:20:41 pm »
Planned for next update: a menu, hopefully with some options (hole can go off the field, two walls going through the middle, ability for full speed mode)

If I get really into this, I might also do power-ups or something ;)
« Last Edit: November 25, 2010, 06:21:03 pm by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: "Maxwell's Demon" Port (Axe)
« Reply #26 on: November 25, 2010, 10:58:40 pm »
Cool, power ups would be nice :D

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: "Maxwell's Demon" Port (Axe)
« Reply #27 on: November 27, 2010, 06:43:42 am »
Planned for next update: a menu, hopefully with some options (hole can go off the field, two walls going through the middle, ability for full speed mode)

If I get really into this, I might also do power-ups or something ;)

Hum.. Have you thought about an option to make balls colide with each other?

That would be interesting too :)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: "Maxwell's Demon" Port (Axe)
« Reply #28 on: November 27, 2010, 01:29:44 pm »
THat would actually be cool. I wonder how hard it would be to implement?

Offline Munchor

  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 6199
  • Rating: +295/-121
  • Code Recycler
    • View Profile
Re: "Maxwell's Demon" Port (Axe)
« Reply #29 on: November 27, 2010, 01:41:45 pm »
THat would actually be cool. I wonder how hard it would be to implement?

I think a collison code wouldn't be hard, but make an option that turns it on or off could be harder. Even though, I'd like it because it would make the game slightly harder :D