Author Topic: Graviter  (Read 165025 times)

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Offline ztrumpet

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Re: Graviter - Axe
« Reply #150 on: February 16, 2011, 04:15:14 pm »
Looks great!  Nice job! ;D

Offline leafy

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Re: Graviter - Axe
« Reply #151 on: February 17, 2011, 06:38:55 pm »
Hm...the laser ended up slowing the game down considerably. Unless somebody can think of a faster algorithm, I'll be unable to keep it.
In-progress: Graviter (...)

Offline Darl181

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Re: Graviter - Axe
« Reply #152 on: February 17, 2011, 07:22:20 pm »
Is it necessary to have it pxl-test at every spot along the line?  It might be possible to have it test every 5 pixels or something.  One couldn't get very advanced with that, though...
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Offline Happybobjr

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Re: Graviter - Axe
« Reply #153 on: February 17, 2011, 08:21:19 pm »
Hm...the laser ended up slowing the game down considerably. Unless somebody can think of a faster algorithm, I'll be unable to keep it.
I am working on one, It seems fast but I don't know yet.
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Offline leafy

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Re: Graviter - Axe
« Reply #154 on: February 17, 2011, 09:54:55 pm »
I'd like to keep it, but I'm not very sure anymore. I don't know how the gameplay element would even work in level design. Phenomist says it's pretty much useless.
If I ditch this, I'll definetely replace it with something more epic.
In-progress: Graviter (...)

Offline Builderboy

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Re: Graviter - Axe
« Reply #155 on: February 18, 2011, 01:28:40 am »
Hmmm i can't think of anything particularly, it seems like a difficult problem D: Maybe moving 5 pixels a step, and if you are within 5 pixels of a mirror it switches to 1 pixel mode?  Also, are you drawing pixel by pixel?  By using Line()? By using Rect?  Using Rect() and only drawing once the laser hits a wall or is reflected might make this very speedy.

Offline leafy

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Re: Graviter - Axe
« Reply #156 on: February 18, 2011, 02:13:39 am »
I'm already using Rect(, and only drawing once it hits a deflector...so I really don't know how I would make it faster.
It seems that using a 5px then 1px loop would be slow because it would have to loop through all the objects to find their positions.
In-progress: Graviter (...)

Offline Builderboy

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Re: Graviter - Axe
« Reply #157 on: February 18, 2011, 02:18:21 am »
Hmmm maybe try this.  When you start, search through all objects and find which ones are in front of you, shouldn't be that hard or slow.  Find the distance to the closest mirror and store that.  Now start your incremental jumping by 5, if you hit a wall, you are done with and the program terminates.  If you get to or past the distance you calculated before, draw the laser beam, calculate the new angle, and repeat.

Offline leafy

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Re: Graviter - Axe
« Reply #158 on: February 18, 2011, 02:21:27 am »
Hm. I might try that although it sounds complex.
On another note, I've gotten my jumping engine into place and spring platforms that can launch you or any other object.
I was thinking before I try lasers again I finish another element, like enemies, first. I was thinking of a gravity slug (lobster?) that sticks to walls and keeps moving in one direction - shouldn't be hard to code at all.
In-progress: Graviter (...)

Offline leafy

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Re: Graviter - Axe
« Reply #159 on: February 19, 2011, 12:20:25 am »
Hm. I'm kinda wondering how I could get the smoothscrolling tilemapper back into place, seeing as you have to track multiple items. In my original one, it was fine because the tilemap offset was constant, but this new one will be quite a pain to code.
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #160 on: February 19, 2011, 04:27:31 am »
Sorry to hear about the speed issues. I hope you and others can find a solution :(
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Offline leafy

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Re: Graviter - Axe
« Reply #161 on: February 20, 2011, 11:22:41 pm »
New one-way blocks and jumping. It's not clear in the screenie I took, but you can only go through the block if your gravity direction matches the arrow.

« Last Edit: February 20, 2011, 11:23:55 pm by leafiness0 »
In-progress: Graviter (...)

Offline ztrumpet

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Re: Graviter - Axe
« Reply #162 on: February 20, 2011, 11:23:42 pm »
Oooh, neat.
I can't get over the death animation - it made me laugh this time.  Great job! ;D

Offline leafy

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Re: Graviter - Axe
« Reply #163 on: February 21, 2011, 12:49:03 am »
Hm, I need a new level transition. I was thinking of making the guy explode, load the map, and then make all those particles reform. That seems hard to make though.
« Last Edit: February 21, 2011, 12:49:31 am by leafiness0 »
In-progress: Graviter (...)

Offline phenomist

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Re: Graviter - Axe
« Reply #164 on: February 21, 2011, 01:00:41 am »
Instead of level-scrolling, maybe you could have a "campaign mode" with lots of rooms instead (and have items in some rooms unlock doors in other rooms, etc.)
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