Author Topic: YAMGT  (Read 97145 times)

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Offline Munchor

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Re: "Maxwell's Demon" Port (Axe)
« Reply #45 on: November 29, 2010, 06:46:46 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.

Yes, it's okay if there isn't collision. Hope to see an update soon :)

Offline Darl181

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Re: "Maxwell's Demon" Port (Axe)
« Reply #46 on: November 29, 2010, 06:54:07 pm »
What you'll probably see is little things on other boards that are part of it...like the menu thing was my attemt at making a menu sysem that didn't take up a huge amount of space, or the character explorer which I've been using for months and it just occured to me yesterday to post it.
The update may not come for a few weeks for all I know...but it will probably be an unfortunately big one...I plan on doing something like the mockups as soon as I'm done with the menus.
« Last Edit: November 30, 2010, 06:49:30 pm by Darl181 »
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Offline Munchor

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Re: "Maxwell's Demon" Port (Axe)
« Reply #47 on: November 29, 2010, 06:56:37 pm »
What you'll probably see is little things on other boards that are part of it...like the menu thing was my attemt at making a menu sysem that didn't take up a huge amount of space, or the character explorer which I've been using for months and it just occured to me yesterday to post it.
The update may not come for a few weeks for all I know...but it will probably be an unfortunately big one...I plan on doing something like the mockups as soon as I'm done with the menus.

EDIT speaking of mockups...look what I found


:O Fail

Offline DJ Omnimaga

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Re: "Maxwell's Demon" Port (Axe)
« Reply #48 on: November 30, 2010, 02:18:28 am »
yeah I think it's best to not think about collision between balls. I think it will be fine as it is. Also I love the concept screenshots. :D

The amount of views is kinda obscene, though. <.<
« Last Edit: November 30, 2010, 02:18:54 am by DJ Omnimaga »

Offline Darl181

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Re: "Maxwell's Demon" Port (Axe)
« Reply #49 on: November 30, 2010, 10:32:00 am »
I was busy last night, and I think I have the menu done, the backgrounds for the different modes done, and the game about menu-ready.  So now, I just need to put it all together ;D

In the next few days...coordinates inflated by 64 take me a while to work with for some reason...
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Offline DJ Omnimaga

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Re: "Maxwell's Demon" Port (Axe)
« Reply #50 on: November 30, 2010, 02:47:06 pm »
coordinate inflated by 64... what do you mean? Do you mean ball positions is 64 times larger than it appears on screen for more accurate collision detection?

Offline Munchor

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Re: "Maxwell's Demon" Port (Axe)
« Reply #51 on: November 30, 2010, 03:58:37 pm »
I was busy last night, and I think I have the menu done, the backgrounds for the different modes done, and the game about menu-ready.  So now, I just need to put it all together ;D

In the next few days...coordinates inflated by 64 take me a while to work with for some reason...

yay! I hope a menu comes soon, what options available at the moment?

Offline Darl181

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Re: "Maxwell's Demon" Port (Axe)
« Reply #52 on: November 30, 2010, 06:37:25 pm »
coordinate inflated by 64... what do you mean? Do you mean ball positions is 64 times larger than it appears on screen for more accurate collision detection?
Not quite.  It was how I figured out to do the varying angles the balls go at.  The speed is an inflated number as well.

yay! I hope a menu comes soon, what options available at the moment?
See for yourself ;) ↓↓↓
The first one is the menu interface, doesn't store anything yet.
The second one has potential backgrounds for the different types.

And yes, these ones are real :P

At this point, I'm planning on taking out the progress bar altogether.  I tried adding something like it to the four-part field and it bugged and slowed down quite noticeably...

Any other options ideas?
« Last Edit: November 30, 2010, 06:38:07 pm by Darl181 »
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Offline Munchor

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Re: "Maxwell's Demon" Port (Axe)
« Reply #53 on: November 30, 2010, 06:39:11 pm »
coordinate inflated by 64... what do you mean? Do you mean ball positions is 64 times larger than it appears on screen for more accurate collision detection?
Not quite.  It was how I figured out to do the varying angles the balls go at.  The speed is an inflated number as well.

yay! I hope a menu comes soon, what options available at the moment?
See for yourself ;) ↓↓↓
The first one is the menu interface, doesn't store anything yet.
The second one has potential backgrounds for the different types.

And yes, these ones are real :P

At this point, I'm planning on taking out the progress bar altogether.  I tried adding something like it to the four-part field and it bugged and slowed down quite noticeably...

Any other options ideas?

Loks really good, but doesn't the program quit when you set options?

Offline Darl181

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Re: "Maxwell's Demon" Port (Axe)
« Reply #54 on: November 30, 2010, 06:44:19 pm »
You select quit.  After setting an option, it goes to the options menu.

On another note, how does one remove a poll from a topic?
« Last Edit: November 30, 2010, 06:45:20 pm by Darl181 »
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Offline Munchor

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Re: "Maxwell's Demon" Port (Axe)
« Reply #55 on: November 30, 2010, 06:48:34 pm »
You select quit.  After setting an option, it goes to the options menu.

On another note, how does one remove a poll from a topic?

Remove, on the right I think.

If not, tried 'Add a Poll' :)

Offline Darl181

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Re: "Maxwell's Demon" Port (Axe)
« Reply #56 on: November 30, 2010, 08:03:36 pm »
Wow, some of the buttons are just put in the most obscure places :P

Anyway, I'm starting work on putting them together.  Hopefully by tomorrow.
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Offline Builderboy

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Re: "Maxwell's Demon" Port (Axe)
« Reply #57 on: November 30, 2010, 11:21:09 pm »
This is looking great!  I think ball collision would actually *detract* from the experience, since 4 or more balls it might become really difficult to predict where they are going to be traveling, and it gets very difficult x.x I am liking the balls moving at different angles though :D Everything is looking awesome! ^^

Offline DJ Omnimaga

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Re: "Maxwell's Demon" Port (Axe)
« Reply #58 on: December 01, 2010, 04:29:26 am »
Looks nice indeed. I hope selecting the type will be through a menu, though, not like in the 2nd screenshot, otherwise it might not be that user-friendly, since the person might just type random stuff (assuming you use some sort of input routine)

Offline Darl181

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Re: "Maxwell's Demon" Port (Axe)
« Reply #59 on: December 01, 2010, 06:39:34 pm »
The second screenshot waits until the person press any key, and if it's not 2, 3 or 4, it quits.
The menu is planned, I just did the thing in the second one to clarify which mode went with which type.  In the menu, it's determined by the option "Types of balls".

It looks like I'll have to change the code so it redraws everything every frame, unless there's a way to do two extra buffers or store a greyscale background externally...;)
Or i can have it xor the balls back into nothing, I'm trying to think of a fast way to do it so what happened to TWHG (3-4 giant loops per frame) won't happen to this.

Update: I just need to fix the display issue ↑, involve an appvar and put the game in the menu.
The bar on top is done with, it slowed it down too much (now with greyscale and such) and it interfered with the design of the 3-type/4-type fields.>:(  It looks a lot cleaner without it.
(One would hope the person would know when they're close to winning, anyway :P)
« Last Edit: December 01, 2010, 06:41:15 pm by Darl181 »
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