Author Topic: YAMGT  (Read 97115 times)

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Offline Darl181

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Re: "Maxwell's Demon" Port (Axe)
« Reply #30 on: November 27, 2010, 02:48:17 pm »
collison code
Do you mean with the center wall, and the perpendicular center wall going horizontal?
Or do you mean the balls would bounce off each other?

edit..I plan on making mockups sometime soon
Possible plans for making three parts or four parts...

Btw, before somebody asks, those were not made on the calc
« Last Edit: November 27, 2010, 03:06:24 pm by Darl181 »
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Offline Munchor

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Re: "Maxwell's Demon" Port (Axe)
« Reply #31 on: November 27, 2010, 02:50:03 pm »
What happens first:

BallA ---------><---BallB

What results:

<---BallA       BallB------->


You think you could make something like this.

It's basically the same thing that happens between balls and walls, except that walls stay still, otherwise the game would go crazy hahahaha

Offline Darl181

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Re: "Maxwell's Demon" Port (Axe)
« Reply #32 on: November 27, 2010, 03:04:56 pm »
Um...the walls kind of have to move for the concept of the game to work.
Unless...
I don't plan on making the actual walls to move, it would kind of be overkill.
Just the holes.
Making the balls collide with each other would probably seriously slow down the gameplay, think about the amount of times it would have to draw each frame to pxl-Test them all...especially when the person starts getting to 10-something balls.

The way axe always rounds down is killing me with the bar on top now...time for me to learn the floating-point or whatever it is :P
« Last Edit: November 27, 2010, 03:05:12 pm by Darl181 »
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Offline Munchor

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Re: "Maxwell's Demon" Port (Axe)
« Reply #33 on: November 27, 2010, 04:35:35 pm »
Um...the walls kind of have to move for the concept of the game to work.
Unless...
I don't plan on making the actual walls to move, it would kind of be overkill.
Just the holes.
Making the balls collide with each other would probably seriously slow down the gameplay, think about the amount of times it would have to draw each frame to pxl-Test them all...especially when the person starts getting to 10-something balls.

The way axe always rounds down is killing me with the bar on top now...time for me to learn the floating-point or whatever it is :P

I meant, the walls on borders -.-


My idea is, when two balls collide, each one goes it way, but it looks like it's not possible.

Anyways, how's the menu and options going?

Offline Darl181

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Re: "Maxwell's Demon" Port (Axe)
« Reply #34 on: November 27, 2010, 06:18:07 pm »
I've kind of made a sort of universal menu in a subroutine so I don't have to code the same menu 5-10 times :P
It's in the Axe parser thread.
I'm working on options, which will have to involve an appvar or SMC.  And that kind of stuff can get complicated really fast if you don't plan ahead of time and know exactly what you want to add before you add it...
« Last Edit: November 27, 2010, 06:18:18 pm by Darl181 »
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Offline Munchor

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Re: "Maxwell's Demon" Port (Axe)
« Reply #35 on: November 27, 2010, 06:20:02 pm »
I've kind of made a sort of universal menu in a subroutine so I don't have to code the same menu 5-10 times :P
It's in the Axe parser thread.
I'm working on options, which will have to involve an appvar or SMC.  And that kind of stuff can get complicated really fast if you don't plan ahead of time and know exactly what you want to add before you add it...

Great then! Good luck!

Also, I gotta check some already-made-by-other-members-of-community menus :)

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Re: "Maxwell's Demon" Port (Axe)
« Reply #36 on: November 27, 2010, 07:25:36 pm »
this looks really cool so far, dude!  keep up the great work on this!

Offline Munchor

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Re: "Maxwell's Demon" Port (Axe)
« Reply #37 on: November 27, 2010, 07:27:53 pm »
this looks really cool so far, dude!  keep up the great work on this!

I love to play it, but when I get to third level I give up.

So... make it easier in the next version, please :)

Offline Darl181

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Re: "Maxwell's Demon" Port (Axe)
« Reply #38 on: November 27, 2010, 07:38:44 pm »
I'll probably make it slower, and the player can select the speed to go at through the Options menu.  Normal speed="fast"
Full isn't ruled out yet either...

Unfortunately, I may end up having to take out the bar altogether because as of yet I can't think of a good way (read: easy) to implement them in the ideas (mockups above)
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Offline Munchor

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Re: "Maxwell's Demon" Port (Axe)
« Reply #39 on: November 27, 2010, 07:40:54 pm »
I'll probably make it slower, and the player can select the speed to go at through the Options menu.  Normal speed="fast"
Full isn't ruled out yet either...

Unfortunately, I may end up having to take out the bar altogether because as of yet I can't think of a good way (read: easy) to implement them in the ideas (mockups above)

A lot to add then. I recommend releasing everything in a single version, instead of releasing several versions with few updates.

Offline Darl181

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Re: "Maxwell's Demon" Port (Axe)
« Reply #40 on: November 28, 2010, 08:28:42 pm »
Most of the time, I prefer to do small updates so if people want something in particular the development can kind of swerve from one thing to another, but it looks like I won't be able to do much of that on this, so, big updates :P

On a different note, what would people like to see in the options menu?  So far I have speed, initial # of balls, # balls added each game, and amount of types of balls (2-4 planned)...maybe "difficulties" which set all the options to different levels...
Anything else?
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Offline Munchor

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Re: "Maxwell's Demon" Port (Axe)
« Reply #41 on: November 28, 2010, 08:30:01 pm »
Most of the time, I prefer to do small updates so if people want something in particular the development can kind of swerve from one thing to another, but it looks like I won't be able to do much of that on this, so, big updates :P

On a different note, what would people like to see in the options menu?  So far I have speed, initial # of balls, # balls added each game, and amount of types of balls (2-4 planned)...maybe "difficulties" which set all the options to different levels...
Anything else?

I prefer to set each option instead of a dificulty level. Will you use AppVar's to retain options?

Also, I agree with you, make less updates, but that's just in this case because I really wanna play this in a better version :)

Offline DJ Omnimaga

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Re: "Maxwell's Demon" Port (Axe)
« Reply #42 on: November 29, 2010, 05:24:49 pm »
Ball collision between each others migth be kinda hard to implement for the ones that are not black. I worry about the amount of pxl-test detection that would be needed for white balls.

Anyway keep up the good work!

Offline Munchor

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Re: "Maxwell's Demon" Port (Axe)
« Reply #43 on: November 29, 2010, 05:25:59 pm »
Ball collision between each others migth be kinda hard to implement for the ones that are not black. I worry about the amount of pxl-test detection that would be needed for white balls.

Anyway keep up the good work!

I have no idea of how to make collisions, but if he succeeded colisions with walls, I'm sure he will in ballsVSballs too :)

Offline Darl181

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Re: "Maxwell's Demon" Port (Axe)
« Reply #44 on: November 29, 2010, 06:45:25 pm »
In the past, I tried to make an effect like this to see how it would turn out...RAM clear.  Instantly.
And for a game like this, which can get pretty complex...
It's possible, just highly impractical :P
Think about it.  How many times would I have to make the program loop through (TWHG loops to 96 ~4 times, which slows it down tremendously) to pxl-test all of the balls, and adjust any directions and such accordingly?  On top of that, I would have to put in a separate loop to find if something changed or not and update the positions.  The thing about walls...they're static.  The balls aren't.
(not to mention how much space it would take...:P)

I plan on adding some rather simpler stuff than that.
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