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Author Topic: YAMGT - Yet Another Minigames thread  (Read 26670 times) Bookmark and Share
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« Reply #150 on: 04 February, 2011, 10:43:23 »
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I see, good thing it wasn't TIA because in #TI channel someone used it for "tits in action" instead of "thanks in advance" once Tongue

I am curious about your platformer. Will you post any screenshots soon? Cheesy
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« Reply #151 on: 04 February, 2011, 20:00:41 »
+4

Tio, the platformer.
The controls are simple enough.  In the editor, 2nd/alpha toggle frontbuffer/backbuffer.  Frontbuffer makes platforms/walls, backbuffer makes 'bouncy' tiles, kind of like the block in mario with the note on it.  Del deletes a block, mode allows one to clear all.  For now, only one level at a time.  Clear goes to main menu.
In game: left/right move, 2nd jump, down go down a hole or off an edge (if you're partly above one) clear quit.  You try to get to the right side of the screen on the bottom.
There are no preset levels, you'll have to make one first.

This took me about a day, but more is probably to be added.
« Last Edit: 04 February, 2011, 20:07:38 by Darl181 » Logged




 
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« Reply #152 on: 04 February, 2011, 21:01:28 »
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wow!  that looks great!  do you have physics implemented?
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« Reply #153 on: 04 February, 2011, 21:26:35 »
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The physics are kind of basic, and just the y-velocity (7 different y speeds: from -3 to 3).  In trying to keep the "arcade" feel, the x coordinate is controlled directly by the keys.
What I'd like to do with this is smooth scrolling...but as of yet i've no idea how to do that Tongue

later edit: okay, I have a few smoothscrolling tilemappers to attempt to learn from on my msd8x drive, but any others would be appreciated Wink

edit2: Lightoff works now Cheesy
« Last Edit: 05 February, 2011, 04:59:31 by Darl181 » Logged




 
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« Reply #154 on: 05 February, 2011, 06:00:58 »
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Looks nice! What will be the goal of the levels? Will you have to hit switches and stuff to unlock the door? One suggestion I have, though, would be to slow it down a bit, because at this speed it seems like it's gonna be hard to control.
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« Reply #155 on: 05 February, 2011, 06:04:49 »
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There's a lot to be added + I'm not very good at optimizing = eventual slowdown Tongue
As for now, the goal is to get to the bottom-right corner of the screen.  Seeing as (for now) you have to make the levels yourself, it's not very hard  Among the things that will be added will be start/finish blocks, so the user can define where it starts and ends.  I'm attempting smoothscrolling, so that will be another asset and slowdown.

EDIT: asset=something helpful != what some people probably think it is
« Last Edit: 06 February, 2011, 04:55:20 by Darl181 » Logged




 
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« Reply #156 on: 05 February, 2011, 10:46:08 »
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Sounds cool. Will there be power ups/items?
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« Reply #157 on: 05 February, 2011, 18:37:30 »
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Sounds neat!  I can't wait for this to develop into a full-fledged game. Smiley
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« Reply #158 on: 05 February, 2011, 19:07:24 »
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I don't think I'm going to do enemies, that's kind of what really screwed TWHG, but items/p-ups aren't out of the question Wink

though, the final version probably won't be grayscale.  Tilemapping's proving kind of tricky...
« Last Edit: 06 February, 2011, 00:41:19 by Darl181 » Logged




 
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« Reply #159 on: 06 February, 2011, 06:59:41 »
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Grayscale isn't necessary IMHO. Stuff can look pretty fine even in monochrome sometimes.
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« Reply #160 on: 06 February, 2011, 23:54:23 »
+2

Stuff can look pretty fine even in monochrome sometimes.
Wow, the timing's just perfect...
Speaking of graphics, check out the *unintended* effects that spontaneously happen as you play!

edit: And no ram clear.... shocked   I think the more you have in VAT the weirder it looks.  Methinks I misplaced a pointer Tongue
edit2: it's all monochrome now btw


Sprite request: a 4*4 that implies 'bouncy".  My current attempt looks like a brick wall (pretty much the only thing that doesn't move in the screenie)
« Last Edit: 07 February, 2011, 01:27:05 by Darl181 » Logged




 
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« Reply #161 on: 07 February, 2011, 05:41:46 »
+4

UPDATE
Bugs fixed, now uses full mode.
Can be really optimized.  Big time.
Added: Start/finish, respawn blocks, 'death' blocks
Some GUI and sprite changes
Pause (MODE)
Level is included

Still need:
to optimize Tongue
pause
maybe some counters--number of deaths, jumps, etc.

Yes, it's full speed mode, and yes, that's greyscale.  Woot for animated sprites w00t
« Last Edit: 07 February, 2011, 21:50:19 by Darl181 » Logged




 
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« Reply #162 on: 07 February, 2011, 23:27:13 »
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Looks great Darl! First time I check this project and it looks great!

I have a suggestion, though.

In your ball game, Maxwell Demon, you had a menu very similar to this game's. I believe you used the same code or maybe not, but it looks the same.

It's a good menu, easy to use, but I suggest a more attractive menu if you can Grin

On the other hand, the platform engine looks a blast.
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« Reply #163 on: 07 February, 2011, 23:57:30 »
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this looks great!  nice work on this Cheesy
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« Reply #164 on: 08 February, 2011, 01:48:02 »
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True, the menu isn't the greatest Tongue  but it's not like an official release yet...
As for it being similar, it has sort of the same code, but it's rewritten.  What I plan on doing eventually is a graphscreen-based menu, but I'm working on content first.

And thanks Grin

Another idea I got: multiple levels (maybe 10?)...but the gui would get a bit more complex...
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