(http://www.omnimaga.org/index.php?action=dlattach;topic=5942.0;attach=5368;image)I love the transitions and effects you added O.O
kk thankee velly much
Hey happybobjr...I was just wondering what progress you made. Not being pushy or anything, I'm just curious.
Looks like this can go really far. Keep it up!
Idea: level editor
010001100010,000101101000,010100001010,010101101010,010100001010,010001100010,010101101010,000100001000
with each comma (not in real code) a new row.Neat! Seems like an online game I played a few weeks back called Gravity Duck. You should make your game gravity lobster :PGravity Duck (http://www.kongregate.com/games/Wobly/gravity-duck) is the first thing I thought of when I saw the screenshot.
I'll be starting a limited-release beta sometime, since I want to reduce the number of spoilers while still having plenty of feedback.
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
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.Cool, and I see about the collision detection. I guess it might be best to keep it the way it is now.
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.
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
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
A quicky screenshot.
WoW! That is an amazing explosion of death! I love the interphysics and everything! This sure is looking a lot like PortalX XD maybe it could even tie into the storyline somewhere o.OHmm. Portal and HL2 take place in the same world and are some what related. In portal you are armed with a portal gun. In half life 2 you have the gravity gun. Gravity gun = Graviter. Coincidence. I think not!! ;)
I*15+L2->r6
If {r6+13}
{r6}r+{r6+4}r->{r6}r
While sub(GT,{r6}r/64+{r6+9}-1,{r6+2}r/64) or sub(GT,{r6}r/64+{r6+9}-1,{r6+2}r/64+{r6+11}-1)
{r6}r-64->{r6}r
0->{r6+4}r
End
Else
{r6}r-{r6+4}r->{r6}r
While sub(GT,{r6}r/64,{r6+2}r/64) or sub(GT,{r6}r/64,{r6+2}r/64+{r6+11}-1)
{r6}r+64->{r6}r
0->{r6+4}r
End
End
Okay, i've got the code down for switches and doors. stay tuned for later updates!
@Builderboy I made it so there's an argument that determines whether the object is influenced by the player's gravity. Those two boxes have that value set to 0.That sounds like the perfect solution! :D
Also, how do you take fast screenshots that don't lag in chrome?I just go to wabbit options and set the framerate scrollbar to the tick mark one to the right of 9
Also, I'm beginning work on a lazar system similar to portal 2, except you have angled blocks that deflect the laser at angles. Should be interesting :)Wow that sounds awesome :D Can't wait to see it!
(http://img.removedfromgame.com/imgs/deathanim.gif)O.O
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.
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.)Wow, I can imagine this turning into an RPG :o
Maybe just do the lazer rutine every other frame?
Edit: How do you deal with never ending lazers? Do you have it only trave a certain number of pxl's?
EDIT: Portal with lasers O.ODooooo it!! ^-^
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.)
In PortalX I get an average of 40-60 bytes per level, and thats with the same screen dimensions as you.Whuh. Cubes breaks 600 regularly.
Whuh. Cubes breaks 600 regularly.How big is your map? How many tiles?
Are... those levels even possible to win? The first one, I actually did win after gazillion tries, and the second one, I had no idea what to do, and the third one, I always die on the second row :/
Otherwise, the overall gameplay seems really really good :) I would love to play in a bit easier level LOL
I think I found a bug. Attached is the screenshot.Yeah it has to do with the way i do wall detection. I"m finding a workaround. I"m thinking of killing you if you get crushed by a door :)
I think I found a bug. Attached is the screenshot.
http://www.omnimaga.org/index.php?action=dlattach;topic=5942.0;attach=6441;image
Very very good application !
But what a pitty that we can't jump when the feet are at the top !
Ok, thank you, I unsertand now ! :PVery very good application !
But what a pitty that we can't jump when the feet are at the top !
you can jump by pressing down
I think I found a bug. Attached is the screenshot.
I never said that you should learn ASM, that's a pure lie, and this game is perfectly fine in Axe anyway, not to mention a great game at that.I think I found a bug. Attached is the screenshot.
Hang on, DJ_O also wants me to say that i should learn to ASM :P
The problem is that the player’s head bumps into the ceiling before the ground detection kicks in, so it’s already fallen a bit below the platform when the bottom detection starts, which ends up with you not being able to jump up high enough. It’s erratic because sometimes you can, sometimes you can’t, due to the fact that i’m doing /256 and it doesn’t perfectly land on the ground each time. I’m still trying to find a solution, though D:
I've inputted a couple of ones my friends gave me, bringing the total count to somewhere around 15 or so. I've got 3 levels graphed out, and I need to input two of phenomist's more ridiculous levels (21 frickin doors?)21 doors O.O
Thats the biggest problem I have with the puzzles right now (or at least the ones released) Even though I can get the concept behind them, it takes near perfect precision to pull it off. I think the puzzles should be more focused on logical and puzzle elements than pixel perfect precisionExodus has very, very pixel perfect precision. I guess it's just a basic game. ;)
<3Fixed.the transitions *-*it all
Yeah, I can do that part, and get to the 2nd door, but after I reach the opening, how do I reach the next level?Press [+]. There's no "win check" programming in the demo. ;)
Just got a random slew of ideas for some reason, so here goes
• Something that shoots at you
• Ability to shoot back
• Something that the ninja-spike-run-over-player thing can run into/over and be killed by
• Death animation for when the ninja-thing-which-kind-of-needs-real-name dies, like when the char explodes
• Level editor. Need.
• Some sort of enemy that follows the walls around
• Land mines?
• Ability to win level (finish block) :P
I think that was it...
I really want to see another enemy that can be killed by the ninja-guys-without-a-name that you sometimes need to flip switches with. Basically, then you'd have to protect both yourself and that enemy from the unkillable-nameless-ninja-thing. (And yes, I don't think it should be killable.)
Progress sounds great. I can't wait to see more screenies! ;D
Yessss, I've just about finished this leveBAM! Awesomeness...
Definitely make it possible to win the level tho...
In the last version he put in a protection so a) the key had to be released and b) the little armless guy had to be on the ground/ceiling.
I am no artist :PThat may be, but it still looks great and functions. I'd say it meets the criteria for a title screen plus some. Nice job. :D
Yeah, Contra's is freaking amazing. It's based off an actual game screen, though, and I don't have a team of artists working for me.
Girls.
A final render, waiting on runer112 to help me with optimizing ^^
(http://img.removedfromgame.com/imgs/final.gif)
Wow, runer is just awesome. He managed to make the menu more brilliant than ever while still cutting down the size. I cannot help but light candles to the effigy of runer on my altar and make human sacrifices.
I'll post a screenie once I get my cable back ^^
The gameplay screenie looks amazing, too!!
It may or may not have something to do with L2 or L4. Weird shit happens when I use those free ram segments.L4 is really 256 bytes, not 323. And L2 is off-limits if you're running the program from MirageOS, using custom interrupts, or both. FnOff or LnReg frees it up.
Guess what's getting worked on again? I'm going to split time between this and Tag, with Tag having a higher priority, but you'll probably see this done before next summer ^^Yes! :D I can't wait for more Graviter. Can we have another demo soon? ;D
Wow. How do you make such amazing menus?
(http://img.removedfromgame.com/imgs/gravmenu.png)WOW
Awesome, a new menu. I got sick of the old one, it was kinda boring.
maybe have the bottom of the A keep going down, joining with another line or two to form a sort of arrow thing?I agree, that would look good.
I have a zero gravity mode planned, where you use a jet pack to push yourself around.
I love the new sprite, but instead of updating the old graviter, you should make a Graviter 2. I really liked the sprites from the first one too. :)Sadly, I don't think that'll be possible; the old one is far too fragmented for me to turn into an actual release.
ive decided that ill try to release this, or at least a very playable demo, in time for the zcontest.
ive decided that ill try to release this, or at least a very playable demo, in time for the zcontest.
Oh God. This will be an epic win if you submit it to this contest.
Very happy you'll be able to release a demo ! On the other hand, sad cuz i'll loose the contest :D
So keep working on your entry!
So I've gotten Zedd fully integrated into Graviter, and this is just a simple example of a couple more levels I have already mapped out.What happened to the portal sprite?
(http://img.removedfromgame.com/imgs/091411.gif)
Download below, same controls as always, but you can't swap gravity with alpha in this level. It's one of those levels before you get that ability.
Hey guys, I decided that I'm sick of robbing PortalX's sprites, so my next few updates will feature a radically different art style :O;)
So I've gotten Zedd fully integrated into Graviter, and this is just a simple example of a couple more levels I have already mapped out.What happened to the portal sprite?
(http://img.removedfromgame.com/imgs/091411.gif)
Download below, same controls as always, but you can't swap gravity with alpha in this level. It's one of those levels before you get that ability.
Hey guys, I decided that I'm sick of robbing PortalX's sprites, so my next few updates will feature a radically different art style :O;)
This is looking pretty good. Only thing that really sticks out to me is how there's this empty space around the level..maybe center it and/or put a sort of frame there so it's not just a blank?
Oh my. Wow. That's awesome. Wow. I can't wait to use this!
Will a level editor be included? If so, please find a way to make level packs so sharing a lot of levels is easier. :D
What do you mean by custom input function?Like in Cube Droid, Axe Snake, Jump, and Papi Jump (all in my sig). The routine I use it this one: http://ourl.ca/4129/122465
in all honesty, it doesn't have to be a custom input function, you could use the built in axe one. All you need is a function that allows the user to type in the name of the appvar they want to create, save it to a string with the necessary one-byte prefix (decimal 21 or hexadecimal 15), and call the GetCalc function.Yes, but the built-in one is a bcall that is, well, a little buggy.
Wow, that screenie looks epic! /me wants demo!But then he wouldn't be able to submit it to zContest.
Well...the player sprite is still a box xD Yes, it's been a long, long while since last winter.I think I like the new box though ;)
Also, I believe I am allowed to release demos during the zContest duration, under the rule that says you can post your entry whenever.Oh right, I forgot. The rule is that you can't use games released prior to the contest, not that you can't release demos during the contest.
Will this work on and 83+?/me coughs embarassedly
Also, I believe I am allowed to release demos during the zContest duration, under the rule that says you can post your entry whenever.Of course you can do that.
Hi guys! New element:
(http://img.removedfromgame.com/imgs/092811.gif)
PORTALS. They'll be animated in the somewhat near future.
Since you guys are so awesome, have a demo. You deserve it. It's so large because there's a crapton of levels that you can't access ^^
Controls: 2nd to jump, Alpha to swap gravity (you're not supposed to be able to in the demo level, but whatever), Mode to grab/release ropes, arrow keys to move.
Just out of curiousity, is this 5*5 or 4*4?Is what 5x5 or 4x4? The portals ("blobs") are 8x8, the character is 5x5, and the block is 5x5.
Just out of curiousity, is this 5*5 or 4*4?Is what 5x5 or 4x4? The portals ("blobs") are 8x8, the character is 5x5, and the block is 5x5.
I think if you added two more rays to the area that doesn't always get any it'd look really awesome. I noticed that especially on the second one.Seconded. It looks great.
I think if you added two more rays to the area that doesn't always get any it'd look really awesome. I noticed that especially on the second one.Seconded. It looks great.
Also, the exit blob looks a bit out of place compared to the geometric lines of the level and the epic jumping spinning flashing (?) character -- I'd think the exit sprite would look cooler if it were a bit more geometric, like a collection of oscillating/expanding/shrinking rectangle/squares/circles or something.Agreed. I see what you were trying to do but I think it would look even better if it were more geometric. :)
Also, it it just me, or does anybody silently hear/pretend to hear a sort of boom-boom-boom-boom shaking sort of noise when the rays shoot out and the screen starts shaking?Not quite boom-boom-boom, more of a thunderous roar.
An idea also came to me: after the rays appeared, you could erase the screen then redraw it without the portal and the character, like if he was teleported in a flash of light.I was thinking of doing the same exact thing ^^ Great minds think alike (or not great minds xD)
This is just an idea, note that I don't tell you how to make your game.
Okay, I tried something but it didn't look too good due to Axe's lack of clipped lines:still looks amazing
(http://img.removedfromgame.com/imgs/100711.gif)
Agreed. Though I guess it would look awesomer if it could be full-screen.Okay, I tried something but it didn't look too good due to Axe's lack of clipped lines:still looks amazing
(http://img.removedfromgame.com/imgs/100711.gif)
That is awesome. The squares should be a little bigger though.That's the problem -- any bigger and you'll see the effects of not having clipped lines.
What is the animation for?I think it is part of the opening...?
Not sure if this would work, but maybe you could make a buffer that's bigger than the screen, and draw lines to it, and then copy just the middle part into L6. That seems to me like it would work but I've never tried it, so I don't know.
Buttons were never meant just for opening doors ^^
(http://img.removedfromgame.com/imgs/101111.gif)
Buttons were never meant just for opening doors ^^EPIC.
(http://img.removedfromgame.com/imgs/101111.gif)
O.OButtons were never meant just for opening doors ^^EPIC.
(http://img.removedfromgame.com/imgs/101111.gif)
Woah this is friggin epic! How do you do that? O.O So many people had troubles handling moving platforms before. Good job!
"insert 1 coin"Leafiness said I was in charge of selling. It's 50 bucks.
Not to give bad ideas but you know what ? I'll even pay to have that game on my calc.
;D(http://www.omnimaga.org/Themes/default/images/gpbp_arrow_up.gif)
Also, do you plan on adding enemies like in the old Graviter ?
"insert 1 coin"I think we all would ;D
Not to give bad ideas but you know what ? I'll even pay to have that game on my calc.
:thumbsup:
Pretty cool. Is there a random factor tho, why are some flung off the central point like that?
(and how many particles can there be before major slowdown :P)
It's not a sequence at all - it's a realistic force field that affects the particles. They're randomly positioned in the initial y-axis, but then the force field drags them in an orbit. I haven't nailed down the values for making a perfect circular orbit, so some of them are sucked into the middle and then given an "infinite velocity," so they're flung off the screen. They're respawned though ^^Actually, it gives the impression something really cool's happening and I like it. I vote for keeping it. :D
I dont know if this still applies, but i found a glitch in the old graviter demo where you can jump, then at the top of your jump press Alpha, and it will switch in mid-air. Also, on the 2nd level of the three, if you go right beneath where the enemy is and jump-switch like i described, the door will close while you are in its path and you will be teleported elsewhere on the map. Ill post a screenie later today.I found this bug as well but never got around to reporting it. :P
I also figured out how to get back from the other area once you teleport.
Btw, there are two ways to beat level 1, one that is easy, and one that is hard. I think that the hard one is how you are supposed to beat it, because the easy solution does not use the door in the middle.
It looks wonderfull, but why do the blocks dissapear?It looks like they're "sizzling away" (or something :P) after they cross the lines.
ZEDD FTW! Zedd is the frikkin shiz!
Here are some other things i found. I know they probably no longer apply, but what the heck:
(http://photoupload.org/uploads/13209742631.gif)
(http://photoupload.org/uploads/13209742632.gif)
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.
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.I hate asm vs axe debates
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. <_<
Like what stuff specifically? :P
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.
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.
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 ^^
That is absolutely true :PLike 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.
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.
Apparently contra has having problems to run it. I read on tiforge that he tried like all the shells and it still didn't work.It doesn't work for TI 83+BE. I guess this is because it needs full speed so Leafiness didn't bother using the TI 83+BE version of fullrene.
That's absolutely correct. Should I go tell the judges, or do you think it matters at this point, seeing as I'm probably not going to win :PApparently contra has having problems to run it. I read on tiforge that he tried like all the shells and it still didn't work.It doesn't work for TI 83+BE. I guess this is because it needs full speed so Leafiness didn't bother using the TI 83+BE version of fullrene.
No, ThAt'S nOt It. do you have graviter on yer calc?No, I don't, but on the old version(with the portal sprite) I think you could swap.
I thought gravity should switch upon touching the arrows?Indeed.
It's a cheat for bugtesting. If you had read the readme, you would have known >><_<
Odd. I just downloaded it off the zContest site seeing as I lost all my backups :P I've uploaded it here as well.I should really try that version. I think I tried Tag but the last Graviter demo I tried was one with like 4 levels.
Just a note, this project is official discontinued (for a variety of reasons). One is that I've lost my calculator, and two is that this project was, from the start, highly experimental. It was more of a project to get me to learn new things rather than to make an actually playable game.
EDIT: And the load button does nothing
EDIT: And i meant that the letters appear one after another on the title screen
Just a note, this project is official discontinued (for a variety of reasons). One is that I've lost my calculator, and two is that this project was, from the start, highly experimental. It was more of a project to get me to learn new things rather than to make an actually playable game.I started wondering if that was the case when I saw you add features like the fizz thingie that didn't seem entirely connected with the theme of the game. It's still a cool project though. Too bad you lost your source files :(
K um...who cares about the "theme" of the game? If an effect (like portals, or black holes, etc) is seriously badapple, keep it! I would rather play a disjunct collage of incredibly awesome (think Little Big Planet) than a lack-luster but more make-sensical video game.I totally agree with you! I think my biggest problem, more specifically, is that it's very difficult to combine all these myriad elements into a level that actually flows together smoothly. The problem (or how I see it) with the old Graviter is that I tried combining too many elements all at once, and levels quickly became cluttered and slow.