Author Topic: Graviter  (Read 164758 times)

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Offline Happybobjr

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Re: Graviter - Axe
« Reply #75 on: February 04, 2011, 11:18:42 pm »
Do you want me to scan the code again for optimizations?  I have found quite a few i have missed.
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Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #76 on: February 05, 2011, 04:13:18 am »
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.
That would rule. O.O I hope it won't give you too much trouble, though. The game is already pretty great now, although this would be a great addition. :D
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Offline Munchor

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Re: Graviter - Axe
« Reply #77 on: February 05, 2011, 09:03:19 am »
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.
That would rule. O.O I hope it won't give you too much trouble, though. The game is already pretty great now, although this would be a great addition. :D

Seconded. Also, shouldn't this topic be stickied?

Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #78 on: February 05, 2011, 02:55:54 pm »
That could be an idea. I think I'll sticky the releases one instead, though, because the last time he posted a release I never knew. (Since he only edited the release post instead of bumping the topic)
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Offline leafy

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Re: Graviter - Axe
« Reply #79 on: February 05, 2011, 03:24:55 pm »
Okay, here's the attributes assigned to each object:
To add an object, you need to specify 6 arguments:
initial x, initial y, width, height, gravity direction, and lock to player gravity (whether or not it is affected by the player's gravity)

the physics system then adds some other attributes:
terminal velocity and mass are calculated using width and height (everything is the same density! :D), x velocity, y velocity, and whether or not it is being held onto by the player.

I'm making it so that the player can push all objects around, but they can only carry around a 2 by 2 block.
Some objects will retain their gravity direction even if the player changes gravity, but other objects like doors will be affected by the player's gravity direction (gravity puzzles!)

I'm working on it, but it might take me a while.
In-progress: Graviter (...)

Offline squidgetx

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Re: Graviter - Axe
« Reply #80 on: February 05, 2011, 04:33:47 pm »
Sounds awesome :o

Good luck XD

Offline leafy

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Re: Graviter - Axe
« Reply #81 on: February 05, 2011, 05:00:33 pm »
I'm also going to totally change my tilemapper. I'm fairly certain I can make it run far faster than it goes in the versions I've released. I'm still debating whether to try Runer112's horizontal/vertical method, but I'm sure I could get it to work if I spend some time and effort.
Also I'm hungry.

EDIT: I've been debating using cellular automata, but to a limited extent (won't slow it down too much) since now that you can push blocks around, puzzles might be feasable. I'd have to get it to work with tilemapping, however.
Or...maybe i'll just keep it around for special effects - sparks and falling dust for the "ruined" second part of the game?
« Last Edit: February 05, 2011, 06:01:14 pm by leafiness0 »
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #82 on: February 06, 2011, 01:38:31 am »
Sounds cool. Try to not go for something too complex, though. As the game is now it's pretty fine I think. It would suck if you rewrote everything but the project died or something. If I was you I would keep a backup of the latest download source, in case.

However, good luck!
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Offline ztrumpet

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Re: Graviter - Axe
« Reply #83 on: February 06, 2011, 01:23:14 pm »
Sounds really cool!  Good luck! ;D

Offline leafy

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Re: Graviter - Axe
« Reply #84 on: February 08, 2011, 07:29:32 pm »
Hooray I've gotten my physics system to add objects and affect them with gravity. I'm going to be keeping it simple for now.
In-progress: Graviter (...)

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Re: Graviter - Axe
« Reply #85 on: February 08, 2011, 07:34:02 pm »
sounds great :D  keep up the good work

Offline leafy

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Re: Graviter - Axe
« Reply #86 on: February 09, 2011, 01:28:22 am »
A quick screenshot to demonstrate new physics engine. Boxes!
In-progress: Graviter (...)

Offline z80man

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Re: Graviter - Axe
« Reply #87 on: February 09, 2011, 01:35:12 am »
I'm not sure if I get this. Can your player now drop boxes to solve puzzles. Also are these boxes affected by gravity the same way the player is.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline leafy

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Re: Graviter - Axe
« Reply #88 on: February 09, 2011, 01:36:59 am »
The boxes being created are just a demo of what the physics system is capable of. In the game, there will be a series of pre-defined objects for each level that the player can interact with and use to solve puzzles.
In-progress: Graviter (...)

Offline z80man

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Re: Graviter - Axe
« Reply #89 on: February 09, 2011, 01:38:34 am »
Cool, but do these objects slow the game down signifigantly. Also is this game in normal or full mode.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)