Author Topic: Graviter  (Read 164725 times)

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Offline LincolnB

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Re: Graviter
« Reply #630 on: November 11, 2011, 09:49:13 pm »
No the spike is a tile, but you treat it like a zero (I'm assuming you won't want to do what I did because it's a bit slow and complicated)

And what do you mean by graphical masking effects? I draw the entire tilemap once, store it to L3, and use RecallPic every frame.

Oh, by graphical masking effects I meant like stuff in this thread, but I guess you're not doing that, nvm.
« Last Edit: November 11, 2011, 09:51:51 pm by buttsfredkin »
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Offline leafy

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Re: Graviter
« Reply #631 on: November 12, 2011, 12:47:50 am »
Like what stuff specifically? :P
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Offline aeTIos

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Re: Graviter
« Reply #632 on: November 12, 2011, 08:08:51 am »
I like the new menu Leafiness0. I actually liked the other one a lot, though, with the translucent level selection scrolling screen. However the new one is still looking nice. Actually for some reasons it kinda reminds me of xLIB xLIB Revolution title screen after you press Enter/2nd, for some reasons.

Also nice new features you added since the last time I checked the thread. Are you still preserving some of the old levels despite the graphical overhaul?

Also I'm glad this thread did not turn into an ASM vs Axe debate over here on Omni. <_<
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Offline C0deH4cker

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Re: Graviter
« Reply #633 on: November 15, 2011, 05:17:36 pm »
Found a few more bugs w/ the new version. Will post screenies when i get on pc.

Offline LincolnB

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Re: Graviter
« Reply #634 on: November 15, 2011, 05:21:21 pm »
Like what stuff specifically? :P

well, for that thread I linked to I have a 768 byte appvar that's basically just a picture, and I copy it to L6 every frame. I was just wondering if you're doing anything like that, and how you would fit that much data into a single program. But yeah.
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Offline leafy

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Re: Graviter
« Reply #635 on: November 15, 2011, 08:35:44 pm »
Like what stuff specifically? :P

well, for that thread I linked to I have a 768 byte appvar that's basically just a picture, and I copy it to L6 every frame. I was just wondering if you're doing anything like that, and how you would fit that much data into a single program. But yeah.

I generate everything from the tilemap, which has massive space savings over appvars for each level.
In-progress: Graviter (...)

Offline aeTIos

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Re: Graviter
« Reply #636 on: November 15, 2011, 10:01:10 pm »
When are you releasing this (just curious ;))
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Offline leafy

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Re: Graviter
« Reply #637 on: November 15, 2011, 10:27:05 pm »
There will be a 15 to 20 level demo released on December 1st, and the entire project will most likely conclude the summer or fall of next year.
In-progress: Graviter (...)

Offline aeTIos

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Re: Graviter
« Reply #638 on: November 15, 2011, 10:28:22 pm »
Summer. or. Fall?

Also nice @the demo!!! :w00t:
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Re: Graviter
« Reply #639 on: November 15, 2011, 10:32:48 pm »
Here's something. I found another on the level where i moved the platform, but i couldnt reproduce it on the simulator... It involves the two blocks, and when they are stacked and on the platform, then you move it, they will fall into each other. Kind of a major glitch IMHO.
« Last Edit: November 18, 2011, 06:49:02 pm by C0deH4cker »

Offline LincolnB

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Re: Graviter
« Reply #640 on: November 16, 2011, 10:13:42 am »
Like what stuff specifically? :P

well, for that thread I linked to I have a 768 byte appvar that's basically just a picture, and I copy it to L6 every frame. I was just wondering if you're doing anything like that, and how you would fit that much data into a single program. But yeah.

I generate everything from the tilemap, which has massive space savings over appvars for each level.

Yeah, but in their defense, you can do more graphically with appvars. Not that I'd ever use huge appvars like that in a "real" game.
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Offline leafy

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Re: Graviter
« Reply #641 on: November 16, 2011, 10:10:15 pm »
Here's something. I found another on the level where i moved the platform, but i couldnt reproduce it on the simulator... It involves the two blocks, and when they are stacked and on the platform, then you move it, they will fall into each other. Kind of a major glitch IMHO.
On the first one, it doesn't matter if you don't vaporize that first box anyways :P 2ndly, I've found that stack collision error before, but it seems to be really hard to reproduce; I've only done it once out of the tens of times I've played it. Also, would you mind PM'ing me instead of posting in the thread? Want to keep stuff sekret ^^

Like what stuff specifically? :P

well, for that thread I linked to I have a 768 byte appvar that's basically just a picture, and I copy it to L6 every frame. I was just wondering if you're doing anything like that, and how you would fit that much data into a single program. But yeah.

I generate everything from the tilemap, which has massive space savings over appvars for each level.

Yeah, but in their defense, you can do more graphically with appvars. Not that I'd ever use huge appvars like that in a "real" game.
That is absolutely true :P
In-progress: Graviter (...)

Offline Builderboy

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Re: Graviter
« Reply #642 on: November 16, 2011, 10:37:11 pm »
i couldnt reproduce it on the simulator... It involves the two blocks, and when they are stacked and on the platform, then you move it, they will fall into each other. Kind of a major glitch IMHO.

Sounds like a Zedd bug D: Hopefully I will be able to replicate it and figure out what is going wrong x.x

Offline LincolnB

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Re: Graviter
« Reply #643 on: November 17, 2011, 05:13:36 pm »
Oh, i've experienced something similar with my own experience on collisions with larger objects to smaller objects. I think it's because of Zedd's corner-checking method of collision detection (it does that, right?)
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Offline C0deH4cker

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Re: Graviter
« Reply #644 on: November 18, 2011, 06:47:30 pm »
When there are two blocks stacked on a platform unevenly (maybe evenly as well, but i havent tried), and you move the platform, the blocks will sometimes fall into each other.

Leafiness: sure thing. Didnt mean to give anything away.