Author Topic: Graviter  (Read 165881 times)

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Offline squidgetx

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Re: Graviter - Axe
« Reply #180 on: February 23, 2011, 07:47:50 pm »
Yes. The reason why grayscale games often seem slower is because you are usually drawing twice as many sprites, one for each buffer. :)

Offline Builderboy

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Re: Graviter - Axe
« Reply #181 on: February 23, 2011, 07:48:28 pm »
Yeah, /256 is a lot faster :)

As for transitions, what kind were you thinking?  A fade out kind of style where the screen is cleared in some sort of effect and then redrawn with another effect?  Hmmm since your character is starting and ending on arbitrary parts of the screen, this might be the best option... Hmmm maybe have some sort of animation where they walk into a door and then the screen is cleared and then the player walks out of a door?

Offline ztrumpet

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Re: Graviter - Axe
« Reply #182 on: February 23, 2011, 09:42:02 pm »
EDIT: Portal with lasers O.O
Dooooo it!! ^-^

Sounds cool, leafiness. ;D

Offline leafy

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Re: Graviter - Axe
« Reply #183 on: February 23, 2011, 10:06:54 pm »
A door intro? sounds interesting.
I had another idea, but I'll have to look at Light's source code. :)
In-progress: Graviter (...)

Offline leafy

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Re: Graviter - Axe
« Reply #184 on: February 24, 2011, 03:11:01 pm »
Speed tests! Each one is based on a 5000 frame sample, while jumping around and throwing boxes around.

1 box, 1 switch/door: 63.55 FPS
2 boxes: 58.59 FPS
3 boxes: 52.08 FPS
4 boxes: 47.92 FPS
5 boxes, 43.98 FPS


In-progress: Graviter (...)

Offline Builderboy

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Re: Graviter - Axe
« Reply #185 on: February 24, 2011, 03:34:53 pm »
Wow nice stats! :D Are you going to cap the framerate at a certain amount so that it will always run at the same framerate no matter how many boxes you have?

Offline Happybobjr

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Re: Graviter - Axe
« Reply #186 on: February 24, 2011, 05:58:03 pm »
I was under the impression you couldn't limit the framerate???
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Offline leafy

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Re: Graviter - Axe
« Reply #187 on: February 24, 2011, 06:31:24 pm »
Hm...I'm not going to do capping right now as that could be fairly complicated <_< i guess you just pause an increment of time based on the number of objects on the screen, but that's not a top priority for now.

EDIT: For the entering and exiting levels I just made the guy walk into a door, the level shifts horizontally and shifts in the new level, then the guy walks out of another door. But now I need to make sure I make the spawn point on the ground :P
« Last Edit: February 24, 2011, 06:34:14 pm by leafiness0 »
In-progress: Graviter (...)

Offline leafy

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Re: Graviter - Axe
« Reply #188 on: February 25, 2011, 06:37:06 pm »
Alright, level design and input is coming along quite nicely. I'll have to get RLE working, though. It's at 10,000 bytes and 4,500 of those are levels. Each level takes about 560 bytes. (I've got 9 levels inputted so far, and subroutines to add objects also take up space.)

I'll get a screenie up later today.
« Last Edit: February 25, 2011, 06:37:39 pm by leafiness0 »
In-progress: Graviter (...)

Offline leafy

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Re: Graviter - Axe
« Reply #189 on: February 25, 2011, 11:01:08 pm »
As promised, a quick screenshot. I skip through the levels a bit, just to give an idea of what they're like :)

« Last Edit: February 25, 2011, 11:01:28 pm by leafiness0 »
In-progress: Graviter (...)

Offline ztrumpet

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Re: Graviter - Axe
« Reply #190 on: February 25, 2011, 11:02:36 pm »
Looking great!  I assume that it was a really quick screenie, as you never even changed gravity. :)

Offline leafy

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Re: Graviter - Axe
« Reply #191 on: February 25, 2011, 11:05:00 pm »
Looking great!  I assume that it was a really quick screenie, as you never even changed gravity. :)
Lol yeah, also in the first few levels gravity is turned off until you get the gravity-reversal device (Section is just to teach basic controls and such before giving gravity-induced headaches.)

EDIT:
« Last Edit: February 25, 2011, 11:13:33 pm by leafiness0 »
In-progress: Graviter (...)

Offline ztrumpet

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Re: Graviter - Axe
« Reply #192 on: February 25, 2011, 11:16:25 pm »
Wow, that is cool!  I love this concept. ;D

Offline Builderboy

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Re: Graviter - Axe
« Reply #193 on: February 26, 2011, 02:03:32 am »
Looking awesome :D I think you will find RLE really helps cut the size down.  500 bytes per level does sound pretty extreme though... do you have 2 bytes per tile?  In PortalX I get an average of 40-60 bytes per level, and thats with the same screen dimensions as you.

I also see you got horizontal doors implemented :] something I never wound up doing XD
« Last Edit: February 26, 2011, 02:04:01 am by Builderboy »

Offline squidgetx

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Re: Graviter - Axe
« Reply #194 on: February 26, 2011, 03:40:03 pm »
Wow, that looks great! And a little Portal-X-esque as well ;)

Also, [offtopic]Builderboy has b100 respect :o