Author Topic: game design failure  (Read 6329 times)

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Offline ztrumpet

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Re: game design failure
« Reply #15 on: June 23, 2010, 09:40:04 pm »
I admit that in terms of collision detection, I saw worse, though. *points to Vlax in Omnimaga arcade*
Vlax is awful. =/

This is a neat game that shows a lot of promise.  Hmm, Axe port anyone? ;D

Offline DJ Omnimaga

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Re: game design failure
« Reply #16 on: June 23, 2010, 09:43:08 pm »
That would be nice, altough maybe something like Shift would be even nicer plus it's more popular I think ^^
« Last Edit: June 23, 2010, 09:43:45 pm by DJ Omnimaga »


Offline nemo

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Re: game design failure
« Reply #17 on: June 23, 2010, 09:44:24 pm »
best of luck if you try. i imagine the collision detection will give hell with those moving platforms.. but definitely doable. i'm thinking i might try it later.


Offline DJ Omnimaga

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Re: game design failure
« Reply #18 on: June 23, 2010, 09:49:04 pm »
Just so you guys know, making collision detection with smooth movement can be ok-ish if your character has no acceleration/deceleration and doesn't bounce when touching the floor, like a ball. Otherwise, good luck. I tried, and let's say my engine physics are rather strange at times (altough it does the job). I can't imagine how hard it must have been for Calc84maniac to code Project M physics.

I thought it wouldn't be too hard after having coded an xLIB Metroid game, but the switch from tiled/grid-based movement to smooth movement with physics is really something.


Offline Builderboy

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Re: game design failure
« Reply #19 on: June 23, 2010, 10:02:02 pm »
best of luck if you try. i imagine the collision detection will give hell with those moving platforms..

Moving platforms?  I dont remember any moving platforms o.O Unless it was in one of the later versions?  Ive only done Shift 1... (and made a Basic port for an old contest :D)

Offline DJ Omnimaga

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Re: game design failure
« Reply #20 on: June 23, 2010, 10:03:52 pm »
I think he might have been referring to the game posted in the first topic. Not sure, though. And yeah I did not thought about moving platforms. That makes things even harder x.x


Offline Builderboy

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Re: game design failure
« Reply #21 on: June 23, 2010, 10:07:26 pm »
Ah gotcha, that makes more sense :D

Offline ztrumpet

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Re: game design failure
« Reply #22 on: June 24, 2010, 09:51:50 am »
I think he might have been referring to the game posted in the first topic.
Yup, it has moving platforms. ;D

Offline DJ Omnimaga

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Re: game design failure
« Reply #23 on: June 24, 2010, 01:43:42 pm »
Eventually, preferably after the contest ends, since it would be too much help and could be abused (even thought they would lose 20 points), it would be nice if someone made a tutorial on collision detection when you have physics of all kind, including acceleration, depending of if you are on a moving platform or not. For moving platforms, one thing I thought is that you could check the ID of the block below you and if it's a moving platform, then you move in the same direction as the block, which switches after a few frames.

Slopes seems to be a major pain, though.