Author Topic: Graviter  (Read 163410 times)

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Offline leafy

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Re: Graviter - Axe
« Reply #60 on: January 30, 2011, 02:02:28 am »
Okay. Before I released the first demo, I had never heard of gRaviTy, or gravity duck, or vvvvvv, or whatever. I was pretty sure the concept was pretty generic though. I based it off hoggy, which is an iphone game, and super mario galaxy intially, but changed some stuff.
Since then, I've taken elements out of other games such as the axis shifting block from gravity duck.
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #61 on: January 30, 2011, 04:33:26 am »
I see. I guess it doesn't matter much, though, unless one company released such game and was extremly greedy on copyrights. Otherwise people will be more than happy to see those game concepts or remakes ported to calculators. I notice that Axe triggered the release of many Flash game ports too, which is good in some ways since if they're popular games they can attract more traffic on ticalc.org (and other sites).

Offline leafy

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Re: Graviter - Axe
« Reply #62 on: January 30, 2011, 01:31:12 pm »
I might be holding out on screenshots to prevent spoilers. I'll post major breakthroughs, but you guys will just have to be patient :D
In-progress: Graviter (...)

Offline leafy

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Re: Graviter - Axe
« Reply #63 on: January 31, 2011, 12:11:08 am »
I'll be starting a limited-release beta sometime, since I want to reduce the number of spoilers while still having plenty of feedback.
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #64 on: January 31, 2011, 12:21:18 am »
Cool, I don't know if I'll have much time for that beta but otherwise I'll try the public version as soon as it arrives. I hope you finish it. :)

Also remember to backup often (not just on calc) :P

Offline Munchor

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Re: Graviter - Axe
« Reply #65 on: January 31, 2011, 08:54:33 am »
I'll be starting a limited-release beta sometime, since I want to reduce the number of spoilers while still having plenty of feedback.

I have tried all versions you've been uploading, I could make some beta testing too.

Now, I have an idea: 2 different characters.

My idea was like Luigi and Mario. Luigi can jump higher but but when he lands he slips. Mario doesn't jump as high, but he doesn't slip.

So, my idea is not jump higher (since it would not make any sense in Graviter) but to walk faster or have some other power.

Offline leafy

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Re: Graviter - Axe
« Reply #66 on: January 31, 2011, 03:48:40 pm »
I'll be pushing out an update once I get doors/switches working. Also, one final public beta for those of you who'll have to wait for the final release.
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #67 on: February 01, 2011, 02:30:38 pm »
I kinda like the different character idea. We would need to make sure all levels are beatable with each, though.
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Offline Darl181

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Re: Graviter - Axe
« Reply #68 on: February 01, 2011, 07:09:45 pm »
Just played the new release, and was wondering: would it be  possible to have saving/level select?  It's kind of annoying after you take 5 minutes to beat a level you have to do it all over again.
Other than that, great job. ;D
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Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #69 on: February 02, 2011, 04:07:14 pm »
Well if you mean reloading where you were in a level I would limit the amounts of time we can reload, though, otherwise it might be too easy.

Btw I love the levels and the new release. Great job so far. However I think collision detection for the spheres that rotates gravity by 90° needs to be improved. If you look at this screenshot, I touched the sphere in two occasions and nothing happened... also I think this level difficulty needs to be toned down or the level needs to be moved last, because I played at 1% wabbitemu speed and I still couldn't beat it...

I also noticed that gravity changing only occurs about 2 frames after hitting 2nd.

Also when you land on a screen side with no wall you are stuck there. :(
« Last Edit: February 02, 2011, 04:53:30 pm by DJ Omnimaga »

Offline Darl181

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Re: Graviter - Axe
« Reply #70 on: February 02, 2011, 08:26:28 pm »
also I think this level difficulty needs to be toned down or the level needs to be moved last, because I played at 1% wabbitemu speed and I still couldn't beat it...
I just had a flashback to MFQT, and just like mfqt I can do it fairly easily :P
What I meant by level select is it keeps track of which levels you've beaten.  When you press clear and quit, it should a) go to the level you last beat or b) allow you to choose which level to play.  Think like thepenguin's game z-rox.
(b is preferred. ;D)

Edit: 555 posts :w00t:
« Last Edit: February 02, 2011, 08:39:44 pm by Darl181 »
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Offline leafy

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Re: Graviter - Axe
« Reply #71 on: February 02, 2011, 09:55:24 pm »
I"ve solved the side wall bug, and I'm working on rewriting the physics engine to allow gravity affects on multiple items, as well as more precise positioning.
Also the detection for the rotate tile is the very middle of the player sprite. If I used a larger range you might hit two special tiles at once and that would be bad. I'm not sure what else I could do though.
« Last Edit: February 02, 2011, 09:56:37 pm by leafiness0 »
In-progress: Graviter (...)

Offline Darl181

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Re: Graviter - Axe
« Reply #72 on: February 03, 2011, 02:47:29 pm »
What I did for TWHG is it checks 4 places (the corners of the sprite), and it only reacts for one.  It's possible to make it react to one tile over another.  Then you deflate the coordinates, taking advantage of how axe always rounds down, to find the pointer the tile is in.  ie if the tiles are 8*8 and there's 12 columns you can do (Y/8)*12+(X/8)→[pointer]
« Last Edit: February 03, 2011, 02:48:08 pm by Darl181 »
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Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #73 on: February 04, 2011, 02:00:53 am »
I"ve solved the side wall bug, and I'm working on rewriting the physics engine to allow gravity affects on multiple items, as well as more precise positioning.
Also the detection for the rotate tile is the very middle of the player sprite. If I used a larger range you might hit two special tiles at once and that would be bad. I'm not sure what else I could do though.
Cool, and I see about the collision detection. I guess it might be best to keep it the way it is now.

Offline leafy

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Re: Graviter - Axe
« Reply #74 on: February 04, 2011, 10:25:31 pm »
Just saying, this project is still alive. I'm just totally rewriting my physics system so there are boxes and walls that move and other crap like that.
In-progress: Graviter (...)