Omnimaga

Omnimaga => Discontinued => Our Projects => Graviter => Topic started by: leafy on December 30, 2010, 02:15:00 am

Title: Graviter
Post by: leafy on December 30, 2010, 02:15:00 am
Graviter
45% completed

Graviter is a puzzle game in which you basically shift gravity and try to get to an exit without dying.

Controls:
2nd: Pick up items
Alpha; Swap gravity
Arrow keys: Move left and right

Progress:
Engine: 78%
Maps: 52%
Menu: 13%

Please post feedback. Note that nothing is set in stone yet, and there are still a few bugs.

Already implemented ----
Gravity axis-switching arrows
Spikes

Soon to be implemented ----
Switch/door system

future implements ----
moving platforms
enemies
gravity-affected blocks
Title: Re: Graviter - Axe
Post by: Raylin on December 30, 2010, 02:20:50 am
Look in the downloads section for a game called gRaViTy.
Title: Re: Graviter - Axe
Post by: leafy on December 30, 2010, 02:23:26 am
Wow, never even saw that. I'll still continue development since it's actually graphical, though.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on December 30, 2010, 02:38:00 am
Nice, I liked Raylin's game gravity, I'll have to try that new one later. :)

If I have time I migth make a screenshot, but I can't promise.
Title: Re: Graviter - Axe
Post by: Builderboy on December 30, 2010, 03:48:07 am
Hey this looks really nice :D I think this concept can be taken far ^^ Are you planning any other features to complement the gravity shifting?  Adding keys and doors and stuff like that might make more challenging levels possible, maybe even some scrolling for larger worlds too.

I did notice some of the bugs ;) Like you seem to be able to float in midair, and the spikes on the ceiling don't hurt you
Title: Re: Graviter - Axe
Post by: Fast Crash on December 30, 2010, 04:06:31 am
Awesome, good job  :thumbsup:
Title: Re: Graviter - Axe
Post by: yunhua98 on December 30, 2010, 10:55:28 am
nice!  that actually reminds me of builderboy's portal!  O.O
anyway, I'm working on something similar to this (http://www.miniclip.com/games/gravity-guy/en/), and I thought you were until I tried it lol.  :P
Title: Re: Graviter - Axe
Post by: Binder News on December 30, 2010, 11:41:02 am
This is very epic.I made something similar once with GM, but it failed. Here is the thread I made for it: http://gmc.yoyogames.com/index.php?showtopic=484872&st=0&p=3593062&fromsearch=1&#entry3593062
Title: Re: Graviter - Axe
Post by: yunhua98 on December 30, 2010, 11:46:13 am
they weren't very nice, were they?  :P
I guess I'm just used to Omni XD

EDIT:  that game is pretty fun.  ;)
Title: Re: Graviter - Axe
Post by: ztrumpet on December 30, 2010, 11:53:38 am
Wow, leafiness0, that looks awesome!  Great job. :)
Title: Re: Graviter - Axe
Post by: leafy on December 30, 2010, 12:26:55 pm
For some reason the one i uploaded was corrupted (allowing the floating in midair glitch) I'll upload the fixed one later if i have time.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on December 30, 2010, 12:29:35 pm
Wow just saw the screenshot and it's really great! I like the levels too. It reminds me of Raylin game but graphical. :)
Title: Re: Graviter - Axe
Post by: leafy on December 30, 2010, 03:14:27 pm
Hey Raylin, can I get your permission to remake a couple of your levels? Some of them I kinda like :D
Title: Re: Graviter - Axe
Post by: squidgetx on December 30, 2010, 03:15:36 pm
Wow, nice. I was going to do something like this for the Cage Match but I changed my mind :P

Can the character jump at all too?
Title: Re: Graviter - Axe
Post by: Raylin on December 30, 2010, 03:15:42 pm
Sure. Credit me though.
Title: Re: Graviter - Axe
Post by: leafy on December 30, 2010, 07:43:48 pm
No problem. I'll stick you under level design and concept, seeing as you beat me to the punch without me knowing about it ;P
Title: Re: Graviter - Axe
Post by: leafy on December 31, 2010, 03:00:36 am
For some reason the game always glitches when I try running it in wabbitemu. I think it may have something to do with the fact that i'm using a laptop with glitch usb ports, but on my other computer my cable keeps giving me a transfer error, so I dunno. Is there a way to record the screen directly off the calc?
Title: Re: Graviter - Axe
Post by: Ashbad on December 31, 2010, 11:36:10 am
I was a bit inactive while this discussion was going on, but now I can look at it ;)

Looks great :D  reminds me of some physics-based game builderboy would write.

Keep it up, can't wait to see moar.
Title: Re: Graviter - Axe
Post by: leafy on December 31, 2010, 07:17:48 pm
Okay, I uploaded the source to the game if somebody could help me optimize it, shrink down variables, and more importantly figure out why it won't work in the wabbit emulator. It's in the first post (everything's going to be there from now on)
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on December 31, 2010, 09:02:49 pm
I'M not sure about the Wabbitemu error. You will have to ask in the WabbitStudio software suite topic since Buckeye is the one working on it for the most part.

Also welcome back Ashbad :)
Title: Re: Graviter - Axe
Post by: Happybobjr on December 31, 2010, 09:16:49 pm
I like it.
very good.
Title: Re: Graviter - Axe
Post by: shmibs on December 31, 2010, 10:55:19 pm
this game looks like it could have quite a bit of potential. add horizontal gravity/jumping/enemies, and it could be an instant classic!
Title: Re: Graviter - Axe
Post by: leafy on December 31, 2010, 11:47:11 pm
I'm thinking about adding enemies, but I might not put horizontal shifting, because of the limited screen that would be quite hard to implement. I'm debating putting jumping, but I don't really know how it would contribute and it would actually detract from some of the co-op levels i'm creating. I will be putting objects that are affected by the gravity changes, however, so you could have a door that opens at reversed gravity or something.
Title: Re: Graviter - Axe
Post by: Raylin on January 01, 2011, 02:07:31 am
Don't put horizontal shifting.
Enhance the physics and make the jumps more precise.
Title: Re: Graviter - Axe
Post by: fb39ca4 on January 01, 2011, 02:18:01 am
Neat! Seems like an online game I played a few weeks back called Gravity Duck. You should make your game gravity lobster :P
Title: Re: Graviter - Axe
Post by: leafy on January 01, 2011, 07:14:46 pm
Uploaded new screenshots and fixxed the wabbit error :P
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on January 02, 2011, 01:09:14 am
Quote
(http://www.omnimaga.org/index.php?action=dlattach;topic=5942.0;attach=5368;image)
I love the transitions and effects you added O.O
Title: Re: Graviter - Axe
Post by: leafy on January 04, 2011, 01:01:09 am
Okay, I've uploaded the latest build in the first post. I don't have the time to make a screenshot, so test it out in the emu or using a real calc. I've implemented a menu system and one new level, much more levels to follow.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on January 04, 2011, 02:56:17 pm
Cool, I'll download it and try later :D
Title: Re: Graviter - Axe
Post by: leafy on January 05, 2011, 02:17:59 am
If somebody could take a look at my source and figure out why you can bounce off spikes that would be appreciated.
I think it's because the jumping registers before the spike detection kicks in, but i'm not sure. If you hold the 2nd key while in the third level, you'll see what I mean.
Title: Re: Graviter - Axe
Post by: leafy on January 09, 2011, 01:41:11 am
Okay, I completely redid the engine to use a scrolling tilemapper and a 5x5 instead of a 6x6 cube thingy. Also included are a shrink powerup(down?), gravity well (changes the axis of gravity vertical <--> horizontal) and a switch and door system. I'm kinda busy with school so the next update might take a while to optimize and get out.
Title: Re: Graviter - Axe
Post by: Eeems on January 09, 2011, 02:06:39 am
Can't wait to see this :D Sounds like you've put a lot of work into it.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on January 10, 2011, 01:42:59 am
Sounds promising! I hope you find time to work on it and post an update with screenshots. ;D
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on January 11, 2011, 08:48:17 pm
By the way I tried this on calc and this is pretty great actually. :)
Title: Re: Graviter - Axe
Post by: leafy on January 16, 2011, 02:22:03 am
I need a LOT of help optimizing this code. This code I am now releasing is as optimized as the Calvin cycle. Anyways, if you think you can make any improvements up them here. I need to cut down a lot of space because I am getting dangerously close to the 8000 byte limit.

I'm trusting you guys with the source code because it is hilariously unoptimized and you probably can't get anything off it anyways. And it only has 5 levels (I'm still working on the engine, but now I can make a level in about two hours.

EDIT: I've converted the programs to text you can view here.

The conversion is slightly off, so
¾List( = Data(
ü = -->

Spoiler For GRAVTILE:
..
.DYNAMIC
.door
.VERT
[88F800F888000000F8000000F80000000000000000000000üPic6
.HORIZ
[D8505050D800000088888888880000000000000000000000]
.EXPLODE
[0000001818000000000018242418000000443824462C5000897E3CE6677EDA89984B2A40D3025A9851100001810004910000000000000000]üPic0
.GOAL
.horiz
[33CC0000000000009966000000000000CC330000000000006699000000000000]üPic10
.vert
[8080404080804040408080404080804040408080404080808040408080404080]üPic15
.BUTTON-------
.DOOR---
.DOWN
[F888F80000000000F8F8000000000000üPic5
.LEFT
[E0A0A0A0E00000006060606060000000
.RIGHT
[E0A0A0A0E0000000C0C0C0C0C0000000
.UP
[F888F8000000000000F8F80000000000]
.GRAV---
.DOWN
[7050F8000000000070F8000000000000üPic4
.LEFT
[80E0A0E0800000004060606040000000
.RIGHT
[20E0A0E02000000040C0C0C040000000
.UP
[F85070000000000000F8700000000000]
.STATIC
[0000000000000000üPic2
.DOOR---------
.VERT
[8888F88888000000
.HORIZ
[F8202020F8000000
.SPIKES-------
.down
[5050202000000000
.up
[0020205050000000
.left
[0018601800000000
.right
[00C030C000000000
.PLATFORMS----
.horiz
.5*5
[F8F8F8F8F8000000
.5*3
[F8F8F80000000000
[0000F8F8F8000000
.vert
.3*5
[E0E0E0E0E0000000
[3838383838000000
.SHRINK
[8888888888000000
[F8000000F8000000
.GRAV
[D8F850F8D8000000

Spoiler For GRAVLEV:
..
[DFDFDF578FDFFFFF]üPic3
Lbl NEW
Lbl LVL
ref(0,0,96,2)
ref(0,0,3,64)
ref(0,62,96,2)
ref(93,0,3,64)
If L=0
¾List(0)üR
¾List(0)üQ
[000000000000000000üD
[000000000000000000
[000000000000000000
[777777777777777000
[000000000000000000
[000000000000000000
[000000000000000000
[000777777777777777
[000000000000000000
[000000000000000000
[000000000000000000
[777777777777777777
5üX
5üY
93üZ
49üÁ
2üN
ElseIf L=1
¾List(0)üR
¾List(0)üQ
[000000000000000000üD
[000000000000000000
[000000000000000000
[770000000000000000
[770000000000000000
[770077000000000000
[770077000000000000
[770077007700000000
[770077007700000000
[770077007700770000
[770077007700770000
[774477447744774477
5üX
5üY
84üZ
57üÁ
4üN
ElseIf L=2
¾List(0)üR
¾List(0)üQ
[333377777777777777üD
[000000000000000000
[000000000000000000
[000777777777777000
[000700000007007000
[000700000007007000
[000000070000007000
[000000070000007000
[777777777777777000
[000000000000000000
[000000000000000000
[777777777777774444
5üX
50üY
64üZ
20üÁ
1üN
ElseIf L=3
¾List(0)üR
¾List(0)üQ
[333733333333333333üD
[000700000000000000
[000777770000000777
[000000000000000000
[000000000000000000
[000000000000000000
[000777000077700000
[000007444444444400
[000007777777777700
[777007000033000000
[000007000000000000
[000007440000004400
8üX
52üY
1üN
33üZ
45üÁ
ElseIf L=4
¾List(2,15,26,4,,3,1,71,26,3,1,1)üR
¾List(0)üQ
[777773333333333777üD
[000000000000000007
[000000000000000007
[770074444444444007
[770077777777778007
[777777777777770007
[600000000000000007
[600000000000000007
[600000000000000007
[600777777777777777
[600000000000000777
[700000000000000777
5üX
7üY
78üZ
53üÁ
2üN
ElseIf L=5
¾List(3,37,22,2,1,1,45,26,4,3,1,41,38,3,3,1)üR
¾List(0)üQ
[000000000000573377üD
[000000000000570077
[007777770000570077
[000000070000570077
[000000070007570037
[444470077777570007
[777770077777770047
[000000070000070077
[009999979900070005
[007777333300070005
[000000000000000077
[000000000000000077
15üX
4üY
88üZ
26üÁ
2üN
End
sub(MAP)

Spoiler For AGRAV:
.GRAVITER
ClrDraw
ClrDrawõ
prgmGRAVTILE
Full
Diagnos
Fix 5
Fix 3
0üL
prgmGRAVLEV
0üTüUüW
1üDüGüF
6üS
For(I,2,S)
ref(S-I/2+X,S-I/2+Y,I,I)
rref(S-I/2+X+1,S-I/2+Y+1,I-2,I-2)
sub(GO)
DispGra
Pause 300
sub(GF)
End
Repeat getKey(15)
If (W=1)
ClrDraw
ClrDrawõ
0üW
L+1üL
Goto NEW
End
sub(GO)
ref(X,Y,S,S)
rref(X,Y,S,S)
If getKey(54) and (G=0)
If (F=1)
4üF
ElseIf F=4
1üF
ElseIf F=2
3üF
ElseIf F=3
2üF
End
1üG
0üT
End
If (F=1) or (F=4)
X-getKey(2)+getKey(3)üX
Else
Y-getKey(4)+getKey(1)üY
End
sub(OFF)
sub(SID)
!If E
!If G
1üG
0üT
End
End
If G
T+1üT
T/4üV
sub(GRV)
End
ref(X,Y,S,S)
rref(X+1,Y+1,S-2,S-2)
DispGra
sub(SPK)
sub(BTN)
sub(END)
sub(GF)
Pause 20
End
Fix 2
ClrDraw
ClrHome
Return

.SUBROUTINES
.GOALON
Lbl GO
U+1üU
If (N=1) or (N=4)
Pt-On(Z,Á,8*((U/6)^4)+Pic10)
Else
Pt-On(Z,Á,8*((U/6)^4)+Pic15)
End
Return

.GOALOFF
Lbl GF
If (N=1) or (N=4)
Pt-ChanZ,Á,8*((U/6)^4)+Pic10)
Else
Pt-ChanZ,Á,8*((U/6)^4)+Pic15)
End
Return

.MAPGEN
Lbl MAP
For(I,0,11)
For(J,0,8)
{I*9+J+D}üA
Pt-On(J*10+3,I*5+2,A/16*8+Pic2)
Pt-On(J*10+8,I*5+2,A^16*8+Pic2)
If A/16=4
Pxl-On(J*10+5,I*5+3)õ
ElseIf A/16=3
Pxl-On(J*10+5,I*5+5)õ
ElseIf A/16=5
Pxl-On(J*10+4,I*5+5)õ
ElseIf A/16=6
Pxl-On(J*10+6,I*5+4)õ
End
If A^16=4
Pxl-On(J*10+10,I*5+3)õ
ElseIf A^16=3
Pxl-On(J*10+10,I*5+5)õ
ElseIf A^16=5
Pxl-On(J*10+7,I*5+5)õ
ElseIf A^16=6
Pxl-On(J*10+13,I*5+4)õ
End
End
End
For(I,1,{R})
I-1*5+1üJ
1ü{R+J+4}
If ({R+J+2}=1) or ({R+J+2}=4)
ref({R+J},{R+J+1},5,3)
rref({R+J},{R+J+1},5,3)
Else
ref({R+J},{R+J+1},3,5)
rref({R+J},{R+J+1},3,5)
End
Pt-On({R+J},{R+J+1},{R+J+2}-1*16+Pic4)
End

If (N=1) or (N=4)
ref(Z,Á,8,2)
rref(Z,Á,8,2)
Else
ref(Z,Á,2,8)
rref(Z,Á,2,8)
End
DispGra
Return

.BUTTONPRESS
Lbl BTN
For(I,1,{R})
I-1*5+1üJ
If (({R+J+2}=1) and ({R+J}-S+1÷X) and ({R+J}+5ùX) and ({R+J+1}+3=Y)) or (({R+J+2}=4) and ({R+J}-S+1÷X) and ({R+J}+5ùX) and ({R+J+1}-S=Y)) or (({R+J+2}=2) and ({R+J}-S=X) and ({R+J+1}-S+1÷Y) and ({R+J+1}+5ùY)) or (({R+J+2}=3) and ({R+J}+3=X) and ({R+J+1}-S+1÷Y) and ({R+J+1}+5ùY)) and {R+J+4}
0ü{R+(J+4)}
{R+J+3}üF
1üG
Pt-Chan{R+J},{R+J+1},{R+J+2}-1*16+Pic4)
Pt-On({R+J},{R+J+1},{R+J+2}-1*2+1*8+Pic4)
End
End
Return

.SPIKETEST
Lbl SPK
For(I,0,S-1)
If ((F=1) and pxl-TesX+I,Y+S)õ) or ((F=2) and pxl-TesX-1,Y+I)õ) or ((F=3) and pxl-TesX+S,Y+I)õ) or ((F=4) and pxl-TesX+I,Y-1)õ)
Goto DTH
End
End
Return

.DEATH
Lbl DTH
DispGra
rref(X,Y,S,S)
For(I,0,6)
sub(GO)
Pt-On(X-1,Y-1,8*I+Pic0)
DispGra
Pause 150
Pt-ChanX-1,Y-1,8*I+Pic0)
sub(GF)
End
ClrDraw
Goto LVL
Return

.ENDGAME
Lbl END
If ((N=1) and (X+1ùZ) and (X+S-9÷Z) and (Y-2=Á)) or ((N=2) and (X+S=Z) and (Y+1ùÁ) and (Y+S-9÷Á)) or ((N=3) and (X-2=Z) and (Y+1ùÁ) and (Y+S-9÷Á)) or ((N=4) and (X+1ùZ) and (X+S-9÷Z) and (Y+S=Á))
For(I,0,S-2)
sub(GO)
If (N=1)
ref(X,Y,S,S-I)
rref(X+1,Y,S-2,S-I-1)
DispGra
ref(X,Y,S,S-I)
rref(X,Y,S,S-I)
ElseIf (N=2)
ref(X+I,Y,S-I,S)
rref(X+I+1,Y+1,S-I-2,S-2)
DispGra
ref(X+I,Y,S-I,S)
rref(X+I,Y,S-I,S)
ElseIf (N=3)
ref(X,Y-I,S,S-I)
rref(X,Y+1,S-1,S-I-2)
DispGra
ref(X,Y-I,S,S-I)
rref(X,Y+1,S-1,S-I-2)
ElseIf (N=4)
ref(X,Y+I,S,S-I)
rref(X+1,Y+I+1,S-2,S-I-1)
DispGra
ref(X,Y+I,S,S-I)
rref(X,Y+I,S,S-I)
End
Pause 300
sub(GF)
End
1üW
End
Return

.OFFEDGE
Lbl OFF
0üE
For(I,0,S-1)
If F=1
pxl-TesX+I,Y+S)+EüE
ElseIf F=2
pxl-TesX-1,Y+I)+EüE
ElseIf F=3
pxl-TesX+S,Y+I)+EüE
ElseIf F=4
pxl-TesX+I,Y-1)+EüE
End
End
Return

.SIDEHIT
Lbl SID
For(I,0,S-1)
If (F=1) or (F=4)
If pxl-TesX+S-1,Y+I)
X-1üX
End
If pxl-TesX,Y+I)
X+1üX
End
Else
If pxl-TesX+I,Y)
Y+1üY
End
If pxl-TesX+I,Y+S-1)
Y-1üY
End
End
End
Return

.GRAVTEST
Lbl GRV
If V
For(I,1,V)
For(J,0,S-1)
If F=1
If pxl-TesX+J,Y+I+S-1)
Y+I-1üY
0üVüG
Return
End
End
If F=2
If pxl-TesX-I-1,Y+J)
X-IüX
0üVüG
Return
End
End
If F=3
If pxl-TesX+I+S-1,Y+J)
X+I-1üX
0üVüG
Return
End
End
If F=4
If pxl-TesX+J,Y-I-1)
Y-IüY
0üVüG
Return
End
End
End
End
End
If F=4
Y-VüY
ElseIf F=1
Y+VüY
ElseIf F=2
X-VüX
ElseIf F=3
X+VüX
End
Return
Title: Re: Graviter - Axe
Post by: Happybobjr on January 16, 2011, 09:54:16 am
it can be optimised quite a bit.

Could u copy that to word.
ctrl F
find & replace
ü  to ->
3/4 list to Data
pxl-Tes  to pxl-Test(

and so on.
It would make it easier for everyone.
Title: Re: Graviter - Axe
Post by: leafy on January 16, 2011, 10:14:57 pm
Sorry I couldn't post them until now - I had a concert at Davies symphony hall.
Anyways, here they are.
Title: Re: Graviter - Axe
Post by: Happybobjr on January 16, 2011, 10:30:12 pm
working on it.
Title: Re: Graviter - Axe
Post by: leafy on January 16, 2011, 10:32:37 pm
kk thankee velly much
Title: Re: Graviter - Axe
Post by: Happybobjr on January 17, 2011, 12:57:56 am
kk thankee velly much

r u wanting opt for speed or size?
Title: Re: Graviter - Axe
Post by: leafy on January 17, 2011, 01:33:57 am
If I were to choose between speed and size, I would go for speed first. Make sure it's playable and stuff.
Thanks for taking the time to help me :D I appreciates.

EDIT: I hope to keep it well under 8000 bytes though.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on January 18, 2011, 03:21:25 pm
Good luck guys! Also feel free to ask in the Axe sub-forum if you need more help, since you might get a faster response.
Title: Re: Graviter - Axe
Post by: leafy on January 18, 2011, 09:40:08 pm
Hey happybobjr...I was just wondering what progress you made. Not being pushy or anything, I'm just curious.
Title: Re: Graviter - Axe
Post by: Happybobjr on January 18, 2011, 09:52:51 pm
Hey happybobjr...I was just wondering what progress you made. Not being pushy or anything, I'm just curious.

sorry, I can't be on my laptop on Monday, Wednesday, and Friday.  And I am extremely swamped with homework.



Here is what i have so far on my first scan,
Title: Re: Graviter - Axe
Post by: Happybobjr on January 20, 2011, 06:00:54 pm
Not much more but here...


Remember, you know your code best.  Only you can make optimizations by rewriting your engines.
Title: Re: Graviter - Axe
Post by: leafy on January 20, 2011, 09:13:51 pm
Dang, I totally forgot about some of these optimizations. Thanks for the great help. I appreciate it.
Title: Re: Graviter - Axe
Post by: Happybobjr on January 20, 2011, 09:16:59 pm
I didn't do much, but thank you.
Title: Re: Graviter - Axe
Post by: leafy on January 28, 2011, 01:30:27 am
Before I'm going to make any more levels or concepts, I'm rewriting my tilemapping system to use runer's horizontal/vertical tilemapper to see if I can speed things up.
Title: Re: Graviter - Axe
Post by: leafy on January 28, 2011, 03:43:09 pm
New release uploaded.
Title: Re: Graviter - Axe
Post by: Munchor on January 28, 2011, 04:19:03 pm
Looks fantastic! I made a screenie too!

Yeah, I play quite bad :S
Title: Re: Graviter - Axe
Post by: Madskillz on January 28, 2011, 06:02:34 pm
Wow looks really good. Love the greyscale and the effects
Title: Re: Graviter - Axe
Post by: Darl181 on January 28, 2011, 06:03:35 pm
Looks like this can go really far.  Keep it up!

Idea: level editor
Title: Re: Graviter - Axe
Post by: Munchor on January 28, 2011, 06:04:02 pm
Looks like this can go really far.  Keep it up!

Idea: level editor

Oh yeah. Do you have a level editor already?
Title: Re: Graviter - Axe
Post by: Darl181 on January 28, 2011, 06:18:49 pm
If help is needed on structuring the levels, I still remember a few things from TWHG ;)
Title: Re: Graviter - Axe
Post by: leafy on January 28, 2011, 08:16:48 pm
I've tried to write one but gave up. I can't figure out how to make an editor, let alone convert tiles to a hex string.
So I use graph paper xD

Also I have no greyscale?
Title: Re: Graviter - Axe
Post by: Darl181 on January 28, 2011, 09:47:04 pm
So, it has to be a hex string...
the way I did it with twhg was the levels were 1 byte per tile, so it's kind of like binary.

Example, simplified version of WHGLVL1:

○=off
█=on

○█○○○██○○○█○
○○○█○██○█○○○
○█○█○○○○█○█○
○█○█○██○█○█○
○█○█○○○○█○█○
○█○○○██○○○█○
○█○█○██○█○█○
○○○█○○○○█○○○

So, this level would be
Code: [Select]
010001100010,000101101000,010100001010,010101101010,010100001010,010001100010,010101101010,000100001000with each comma (not in real code) a new row.
Then you refer to it like a matrix/multi-dimensional array.
It can be compressed, but I'm not quite that proficient at hex and such yet beyond sprites :P and it was way back in july or something.

Hope it helps :)


And about grayscale: why is it not possible?  Looks like it's already there with the exit portal.
If you're asking how to use grayscale, you can look through the Axe Parser commands list/documentation.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on January 29, 2011, 10:42:58 pm
Wow I gotta try this out now O.O

It really looks great :D
Title: Re: Graviter - Axe
Post by: {AP} on January 30, 2011, 01:01:27 am
Very nice work so far! =D

Neat! Seems like an online game I played a few weeks back called Gravity Duck. You should make your game gravity lobster :P
Gravity Duck (http://www.kongregate.com/games/Wobly/gravity-duck) is the first thing I thought of when I saw the screenshot.

Any inspiration from there, leafiness? =P
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on January 30, 2011, 01:22:29 am
I think he was more inspired by Raylin's BASIC game Gravity, but I'm not sure.
Title: Re: Graviter - Axe
Post by: phenomist on January 30, 2011, 01:40:18 am
It's also quite similar to the indie game/flash demo VVVVVV, although irl he denies otherwise.
Title: Re: Graviter - Axe
Post by: leafy 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.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga 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).
Title: Re: Graviter - Axe
Post by: leafy 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
Title: Re: Graviter - Axe
Post by: leafy 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.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga 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
Title: Re: Graviter - Axe
Post by: Munchor 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.
Title: Re: Graviter - Axe
Post by: leafy 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.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga 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.
/me can't wait for a new release ;D
Title: Re: Graviter - Axe
Post by: Darl181 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
Title: Re: Graviter - Axe
Post by: DJ Omnimaga 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. :(
Title: Re: Graviter - Axe
Post by: Darl181 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:
Title: Re: Graviter - Axe
Post by: leafy 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.
Title: Re: Graviter - Axe
Post by: Darl181 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]
Title: Re: Graviter - Axe
Post by: DJ Omnimaga 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.
Title: Re: Graviter - Axe
Post by: leafy 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.
Title: Re: Graviter - Axe
Post by: Happybobjr 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.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga 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
Title: Re: Graviter - Axe
Post by: Munchor 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?
Title: Re: Graviter - Axe
Post by: DJ Omnimaga 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)
Title: Re: Graviter - Axe
Post by: leafy 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.
Title: Re: Graviter - Axe
Post by: squidgetx on February 05, 2011, 04:33:47 pm
Sounds awesome :o

Good luck XD
Title: Re: Graviter - Axe
Post by: leafy 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?
Title: Re: Graviter - Axe
Post by: DJ Omnimaga 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!
Title: Re: Graviter - Axe
Post by: ztrumpet on February 06, 2011, 01:23:14 pm
Sounds really cool!  Good luck! ;D
Title: Re: Graviter - Axe
Post by: leafy 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.
Title: Re: Graviter - Axe
Post by: Ashbad on February 08, 2011, 07:34:02 pm
sounds great :D  keep up the good work
Title: Re: Graviter - Axe
Post by: leafy on February 09, 2011, 01:28:22 am
A quick screenshot to demonstrate new physics engine. Boxes!
Title: Re: Graviter - Axe
Post by: z80man 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.
Title: Re: Graviter - Axe
Post by: leafy 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.
Title: Re: Graviter - Axe
Post by: z80man 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.
Title: Re: Graviter - Axe
Post by: leafy on February 09, 2011, 01:39:30 am
Full. I'll only have 5 (max) objects in every level and it goes reasonably fast at that level. Speed shouldn't be an issue for now.
Title: Re: Graviter - Axe
Post by: ztrumpet on February 09, 2011, 04:24:23 pm
Lookin' good! Keep it up. :)
Title: Re: Graviter - Axe
Post by: leafy on February 10, 2011, 09:56:47 pm
A quicky screenshot.
Title: Re: Graviter - Axe
Post by: Happybobjr on February 10, 2011, 10:01:33 pm
A quicky screenshot.

This looks very nice.  I assume you got rid of dieing for the screeny ;)
Title: Re: Graviter - Axe
Post by: ztrumpet on February 10, 2011, 10:10:53 pm
Wow.  That looks so much like Portal on steroids (but without the Portals) that it's unnerving.  Wonderful job! ;D
Title: Re: Graviter - Axe
Post by: leafy on February 10, 2011, 10:15:49 pm
I'm using Portal X as a reference (ripping off BuilderBoy a lot) I'm going to change a lot of stuff, I'm just getting the physics system in place and it's a lot easier if you have a model (hence the ripping off)
Title: Re: Graviter - Axe
Post by: leafy on February 11, 2011, 02:57:33 am
Quick little death animation - loosely based around cellular automata, but not really.
Also, it goes much faster IRL than in the screenshot. How do you take 100% speed screenshots?
Title: Re: Graviter - Axe
Post by: z80man on February 11, 2011, 03:03:58 am
Wow that is the coolest death I have ever seen!!   :o
Title: Re: Graviter - Axe
Post by: Builderboy on February 11, 2011, 12:39:28 pm
hahaha looks like portal now hmm? I'd love to see the screenshots when they are re uploaded, but its really neat that you took Portal as an inspiration :] the boxes also sound epic! ^^
Title: Re: Graviter - Axe
Post by: leafy on February 11, 2011, 06:01:22 pm
I can't find the first one, but here's the epic death explosion:

(http://img.removedfromgame.com/imgs/deathanim.gif)
Title: Re: Graviter - Axe
Post by: ztrumpet on February 11, 2011, 06:31:11 pm
Wow.  Epicdeathsplosion go Boom!  Looks great! ;D
Title: Re: Graviter - Axe
Post by: souvik1997 on February 11, 2011, 06:34:20 pm
Woah, awesome!
Title: Re: Graviter - Axe
Post by: Darl181 on February 11, 2011, 07:03:04 pm
Lol that looks great ;D

Just wondering...about how long do you think it will be until the next update?  Looks like it's going to be awesome...
Title: Re: Graviter - Axe
Post by: kindermoumoute on February 11, 2011, 07:19:49 pm
Woaaa, pretty boom. :)
Title: Re: Graviter - Axe
Post by: Madskillz on February 11, 2011, 09:37:37 pm
I have watched that death explosion at least 7 times....and its awesome every time.
Title: Re: Graviter - Axe
Post by: leafy on February 12, 2011, 01:13:06 am
I'll upload a quick demo.
Known issues:
You can stick to walls (Also, things hitting walls will change the y-velocity to 0 - I know where the error is located, but i don't know how to fix it. I'll figure it out someday)
Picking up an item on top of another item will interact with both items

If you see any other glitches please post them.
I've remapped the keys - 2nd is pick up items, alpha is swap gravity, mode is suicide.
Title: Re: Graviter - Axe
Post by: Builderboy on February 12, 2011, 01:36:54 am
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.O
Title: Re: Graviter - Axe
Post by: z80man on February 12, 2011, 01:41:30 am
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.O
Hmm. 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!!  ;)
Title: Re: Graviter - Axe
Post by: leafy on February 12, 2011, 02:11:01 am
Hm...the Black Mesa Gravity reversal device?
o.O
Title: Re: Graviter - Axe
Post by: Builderboy on February 12, 2011, 02:21:36 am
Sounds like a plan to me! :D And a good idea for a storyline if there isn't one already?
Title: Re: Graviter - Axe
Post by: leafy on February 12, 2011, 01:06:21 pm
I need help fixing this code:

Spoiler For Broken code:
If {I*15+L2+13}
While sub(GT,{I*15+L2}r/64+{I*15+L2+9}-1,{I*15+L2+2}r/64) or sub(GT,{I*15+L2}r/64+{I*15+L2+9}-1,{I*15+L2+2}r/64+{I*15+L2+11}-1)
{I*15+L2}r-64->{I*15+L2}r
0->{I*15+L2+4}r
End
{I*15+L2}r+{I*15+L2+4}r->{I*15+L2}r
Else
While sub(GT,{I*15+L2}r/64,{I*15+L2+2}r/64) or sub(GT,{I*15+L2}r/64,{I*15+L2+2}r/64+{I*15+L2+11}-1)
{I*15+L2}r+64->{I*15+L2}r
0->{I*15+L2+4}r
End
{I*15+L2}r-{I*15+L2+4}r->{I*15+L2}r
End

This is the cause of the sticking to wall glitch. This is only the gravity downwards case.
{I*15+L2} is x pos*64
{I*15+L2+2} is ypos*64
{I*15+L2+4} is x velocity
{I*15+L2+9} is width
{I*15+L2+11} is height
{I*15+L2+13} is direction (1 is right, 0 is left)

If you need any more clarifications, just ask. I need to fix this D:
Title: Re: Graviter - Axe
Post by: Builderboy on February 12, 2011, 01:35:37 pm
Code: [Select]
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

I optimized a bit, and changed a very small thing, making the velocity be increased *before* the collision check.  I am doing this because I am anticipating other parts of your code, so it may not work, but try it and see.

Also, since you seem to be dividing by 64 a lot, it might benefit you in speed and size to make a /64 subroutine that /2/2/2/2/2/2, and call it whenever you need to divide by 64.  like Xsub(D64) for example.
Title: Re: Graviter - Axe
Post by: leafy on February 12, 2011, 02:12:36 pm
Wow, it worked perfectly. Dang, BuilderBoy, why are you so good at this?
Title: Re: Graviter - Axe
Post by: Builderboy on February 12, 2011, 02:27:25 pm
I have lots of experience :) I noticed that you were moving your character *after* you did the position check, which would mean that if you were moving into a wall, the character would be inside the wall for a whole frame until it moved itself back out again.  This was most likely causing another section of your code to think that the character was standing on the floor, and so the velocity would be reset to 0. By checking for collision right after you move it, if you move into a wall you immediately move right back out again :)
Title: Re: Graviter - Axe
Post by: leafy on February 12, 2011, 02:50:41 pm
Yeah, I knew that it was staying in the block for a frame, but I had a brain fart and couldn't figure it out D: Thanks!
Title: Re: Graviter - Axe
Post by: Builderboy on February 12, 2011, 02:51:28 pm
No problem :D Glad its working ^^
Title: Re: Graviter - Axe
Post by: leafy on February 12, 2011, 05:07:47 pm
Hooray onto turret and rocket physics :)

EDIT: Okay, the way I'm going to program in switches and doors is into L3, using an add routine and the arguments (switchx,switchy,switchorient,doorx,doory,doororient)
Should be fun.
Oh yeah, there's also a new update - using just that shortening optimization by Builderboy I was able to shave off more than 1000 bytes, which is fairly awesome.

EDIT2: Also, i've begun work on a level editor, so everyone can join in on the fun.
Title: Re: Graviter - Axe
Post by: leafy on February 13, 2011, 01:15:14 pm
Okay, i've got the code down for switches and doors. stay tuned for later updates!
Title: Re: Graviter - Axe
Post by: Builderboy on February 13, 2011, 01:31:04 pm
Can't wait to see some screenies :D
Title: Re: Graviter - Axe
Post by: Munchor on February 13, 2011, 02:59:05 pm
Okay, i've got the code down for switches and doors. stay tuned for later updates!

How do doors work? Do you have to press a button, just touch them?
Title: Re: Graviter - Axe
Post by: leafy on February 13, 2011, 10:14:36 pm
You can stand on or put something on a switch to activate it, and then the corresponding door will open.

Also, I may have to switch to full-byte tilemapping due to limitations, seeing as I have to generalize every freaking tile to all 4 directions >.<
Title: Re: Graviter - Axe
Post by: leafy on February 14, 2011, 06:04:40 pm
I got switches and doors fully working - Builderboy's pixel detection method was the key! xD I raelly owe him a lot.
Anyways, the switches can be in any orientation. In the demo i'm posting it's only downwards, though.
Title: Re: Graviter - Axe
Post by: leafy on February 14, 2011, 09:01:39 pm
Also can somebody make me a screenshot of the switches at work? I have no time :D
Title: Re: Graviter - Axe
Post by: Builderboy on February 15, 2011, 01:10:21 am
Here you go :D And nice job on the buttons!  Also, i noticed boxes are not affected when you switch gravity, is this intentional?  Methinks incredibly devious puzzles could be generated if you made gravity effect them >:D
Title: Re: Graviter - Axe
Post by: Darl181 on February 15, 2011, 01:27:59 am
Will the levelset in the next release include levels like this, as well as the old levels?
A random idea I got was to have levelsets of varying difficulty, or the ability to select which level you want to play (after you've beaten them, ofc) because it looks like it's going to be huge.
Title: Re: Graviter - Axe
Post by: leafy on February 15, 2011, 01:35:23 am
@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.
Also, how do you take fast screenshots that don't lag in chrome?

@Darl181 It will include the old levels once I get scrolling back up and working, if i ever do that. I also have to figure out RLE compression before i'm going to start work on my level editor and storing levels into levelset appvars.

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 :)
Title: Re: Graviter - Axe
Post by: Mohammad on February 15, 2011, 01:37:09 am
WOW how did you make splashing effect!
Title: Re: Graviter - Axe
Post by: leafy on February 15, 2011, 01:39:05 am
I'll post up the explosion code when I have time.
Title: Re: Graviter - Axe
Post by: Darl181 on February 15, 2011, 01:41:13 am
It kind of reminds me of what I did for duel (http://ourl.ca/8025/167790) (when one of the players die), except with gravity.  Gotta love the fx :D
Title: Re: Graviter - Axe
Post by: Builderboy on February 15, 2011, 01:42:16 am
@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!
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on February 15, 2011, 02:36:09 am
(http://img.removedfromgame.com/imgs/deathanim.gif)
O.O

And I saw the screenshot above too. Looking so great. I hope this becomes a huge hit at ticalc.org. I love the puzzles potential of this. :)
Title: Re: Graviter - Axe
Post by: leafy on February 15, 2011, 06:52:30 pm
A shiny new laser engine appears. It's actually really, really fast and i don't think i'll be much of a strain on speed in the game.

(http://img.removedfromgame.com/imgs/lazar.gif)
Title: Re: Graviter - Axe
Post by: Happybobjr on February 15, 2011, 07:12:30 pm
Ohh, If its ok with you, I would like to mess around with a laser game.
Title: Re: Graviter - Axe
Post by: Madskillz on February 15, 2011, 07:28:08 pm
Looks great, is the laser going to be a new gameplay element or are you just doing it for fun?
Title: Re: Graviter - Axe
Post by: leafy on February 15, 2011, 07:43:28 pm
New gameplay element. I'll upload the code for people who want to check it out. It's not really advanced, just pixel detection and such.
Also, there's a problem that when the laser crosses itself it stops, since it uses pixel detection. Maybe i'll just avoid situations like that in my level design or something.
Title: Re: Graviter - Axe
Post by: Darl181 on February 15, 2011, 07:47:07 pm
So, does the player carry around the reflector, or does it move around on its own?  (in the game, not the screenie)
Title: Re: Graviter - Axe
Post by: Builderboy on February 15, 2011, 09:38:54 pm
Wow that is pretty epic!  Does the laser do pixel testing pixel by pixel or does it jump in larger increments?
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on February 16, 2011, 01:05:13 am
Nice, but I wonder how it will work in-game. Will your character push the triangles around?
Title: Re: Graviter - Axe
Post by: leafy on February 16, 2011, 01:22:56 am
Laser source code and blood source code. Feel free to help me optimize :)

@BuilderBoy it does pixel-by-pixel.
Title: Re: Graviter - Axe
Post by: Builderboy on February 16, 2011, 01:24:57 am
ah gotcha, i'm surprised at the speed!  It sounds like it would have been super processor intensive o.O How are these going to be used in the game?
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on February 16, 2011, 01:29:32 am
Leafiness0 how will the laser be operated in the game? Will you enter a small room where you can manipulate switches or levels to move blocks around or something?
Title: Re: Graviter - Axe
Post by: Darl181 on February 16, 2011, 01:30:59 am
I'm going to assume that if you run into a laser, you die?
Title: Re: Graviter - Axe
Post by: leafy on February 16, 2011, 01:55:22 am
The laser will be constantly running. You can pick up deflectors like normal blocks and drop them wherever you want, and try and deflect the laser into a switch.
I'm making it so if you stay in the laser for an extended period of time (10-15 frames) you blow up. Hooray!
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on February 16, 2011, 01:57:10 am
Ah cool. It's a good idea to make it to not instantly die to the laser, because it would be near impossible to drop the block at the right place, then, since you would be too close. X.x
Title: Re: Graviter - Axe
Post by: Darl181 on February 16, 2011, 01:57:12 am
The frame count.  Does it reset to 10-15, immediately, over time, or does it not replenish?
Also is it possible to have a health bar or something. (just a thought)
Title: Re: Graviter - Axe
Post by: leafy on February 16, 2011, 02:02:57 am
It'll reset. Don't worry.
Title: Re: Graviter - Axe
Post by: Builderboy on February 16, 2011, 02:05:44 am
Sounds epic!  I can't wait for a screenie! :D Methinks the epic physics and epic graphical effects and epic gameplay elements compel this game to take place in the Half Life Universe :D
Title: Re: Graviter - Axe
Post by: leafy on February 16, 2011, 02:15:55 am
Thanks for the flattery BuilderBoy :P I'll probably have a laser screenshot ready tomorrow or the day after.
Title: Re: Graviter - Axe
Post by: Madskillz on February 16, 2011, 02:19:55 am
How you're going to incorporate the laser sounds awesome. Can't wait to see it.
Title: Re: Graviter - Axe
Post by: TIfanx1999 on February 16, 2011, 03:54:44 am
Hmmm... Somehow I missed this topic entirely. This looks really sweet so far! =) Kinda reminds me of Builderboy's Portal X.
Title: Re: Graviter - Axe
Post by: ztrumpet on February 16, 2011, 04:15:14 pm
Looks great!  Nice job! ;D
Title: Re: Graviter - Axe
Post by: leafy on February 17, 2011, 06:38:55 pm
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.
Title: Re: Graviter - Axe
Post by: Darl181 on February 17, 2011, 07:22:20 pm
Is it necessary to have it pxl-test at every spot along the line?  It might be possible to have it test every 5 pixels or something.  One couldn't get very advanced with that, though...
Title: Re: Graviter - Axe
Post by: Happybobjr on February 17, 2011, 08:21:19 pm
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.
Title: Re: Graviter - Axe
Post by: leafy on February 17, 2011, 09:54:55 pm
I'd like to keep it, but I'm not very sure anymore. I don't know how the gameplay element would even work in level design. Phenomist says it's pretty much useless.
If I ditch this, I'll definetely replace it with something more epic.
Title: Re: Graviter - Axe
Post by: Builderboy on February 18, 2011, 01:28:40 am
Hmmm i can't think of anything particularly, it seems like a difficult problem D: Maybe moving 5 pixels a step, and if you are within 5 pixels of a mirror it switches to 1 pixel mode?  Also, are you drawing pixel by pixel?  By using Line()? By using Rect?  Using Rect() and only drawing once the laser hits a wall or is reflected might make this very speedy.
Title: Re: Graviter - Axe
Post by: leafy on February 18, 2011, 02:13:39 am
I'm already using Rect(, and only drawing once it hits a deflector...so I really don't know how I would make it faster.
It seems that using a 5px then 1px loop would be slow because it would have to loop through all the objects to find their positions.
Title: Re: Graviter - Axe
Post by: Builderboy on February 18, 2011, 02:18:21 am
Hmmm maybe try this.  When you start, search through all objects and find which ones are in front of you, shouldn't be that hard or slow.  Find the distance to the closest mirror and store that.  Now start your incremental jumping by 5, if you hit a wall, you are done with and the program terminates.  If you get to or past the distance you calculated before, draw the laser beam, calculate the new angle, and repeat.
Title: Re: Graviter - Axe
Post by: leafy on February 18, 2011, 02:21:27 am
Hm. I might try that although it sounds complex.
On another note, I've gotten my jumping engine into place and spring platforms that can launch you or any other object.
I was thinking before I try lasers again I finish another element, like enemies, first. I was thinking of a gravity slug (lobster?) that sticks to walls and keeps moving in one direction - shouldn't be hard to code at all.
Title: Re: Graviter - Axe
Post by: leafy on February 19, 2011, 12:20:25 am
Hm. I'm kinda wondering how I could get the smoothscrolling tilemapper back into place, seeing as you have to track multiple items. In my original one, it was fine because the tilemap offset was constant, but this new one will be quite a pain to code.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on February 19, 2011, 04:27:31 am
Sorry to hear about the speed issues. I hope you and others can find a solution :(
Title: Re: Graviter - Axe
Post by: leafy on February 20, 2011, 11:22:41 pm
New one-way blocks and jumping. It's not clear in the screenie I took, but you can only go through the block if your gravity direction matches the arrow.

(http://img.removedfromgame.com/imgs/owblock.gif)
Title: Re: Graviter - Axe
Post by: ztrumpet on February 20, 2011, 11:23:42 pm
Oooh, neat.
I can't get over the death animation - it made me laugh this time.  Great job! ;D
Title: Re: Graviter - Axe
Post by: leafy on February 21, 2011, 12:49:03 am
Hm, I need a new level transition. I was thinking of making the guy explode, load the map, and then make all those particles reform. That seems hard to make though.
Title: Re: Graviter - Axe
Post by: phenomist on February 21, 2011, 01:00:41 am
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.)
Title: Re: Graviter - Axe
Post by: Darl181 on February 21, 2011, 01:20:59 am
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
Title: Re: Graviter - Axe
Post by: leafy on February 21, 2011, 02:16:29 am
Fuuuuu Doors CS7 ramcleared my physics engine and set me back a week. No more one-way block, jumping, or even/128 (old version was /64)
Title: Re: Graviter - Axe
Post by: Darl181 on February 21, 2011, 02:21:38 am
Ouch x.x
Though, I guess since you've already done it once, it'll be easier to code it the second time :)
Title: Re: Graviter - Axe
Post by: leafy on February 21, 2011, 07:50:40 pm
Bloody hell this is harder than I expected. I might be able to get it back to its previous state soon, but I'm not counting on it.
Title: Re: Graviter - Axe
Post by: TIfanx1999 on February 21, 2011, 09:38:19 pm
Yea, data loss always sucks. :/ Try to make backups fairly often!
Title: Re: Graviter - Axe
Post by: ztrumpet on February 21, 2011, 09:40:42 pm
Sorry, dude.  I hope it's better tis time (as opposed to worse). :)  Good luck! ;D
Title: Re: Graviter - Axe
Post by: leafy on February 22, 2011, 12:40:10 am
Okay! Finally. Got everything except for one-way blocks back, and one-way blocks took me like 5 minutes to code.
Anyways, my memory is terrible. I swear, I had to take a significant amount of time remembering what the heck my code meant.

EDIT: I forgot how I did air resistance. hmmm...
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on February 23, 2011, 12:05:53 am
Sorry to hear about the data loss. However, if your program works fine in Mirage/Ion but not DCS, you might want to ask Quigibo then if it's not an Axe issue, ask Kerm on Cemetech,.
Title: Re: Graviter - Axe
Post by: Builderboy on February 23, 2011, 01:18:29 am
Ouch D: Well im glad everything has gotten rewritten back to where it was, hope you can get friction working again :D (I use A>>0-(A<<0)+A->A ;) ) Have you thought of any gameplay element to replace lasers?
Title: Re: Graviter - Axe
Post by: Happybobjr on February 23, 2011, 03:03:38 pm
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?
Title: Re: Graviter - Axe
Post by: squidgetx on February 23, 2011, 03:17:23 pm
Btw, /256 is much, much faster than /128 :P
Also, good to hear you got most of it back so far
Title: Re: Graviter - Axe
Post by: Builderboy on February 23, 2011, 06:33:02 pm
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?

Maybe you have to press a button to fire the lazer?  Or stand on a button ingame?  That way it wouldn't be firing all the time, and could even add in more puzzling -ness to the game :D

As for never ending lasers... how would those even be created without some sort of portal system?

EDIT: Portal with lasers O.O
Title: Re: Graviter - Axe
Post by: leafy on February 23, 2011, 07:28:58 pm
Yeah, I think I could make it so that if you press a button the laser fires once. That would be much faster than redrawing it every frame.
Graviter is now back to its previous state. Is /256 really that much faster than /128? maybe I should try :) Good thing I did that D2 routine that BuilderBoy showed me so I can change them all at once now :D I'd have to change velocity calculations so things go twice as fast, though, which could be a pain.

The way I did lasers was they just keep going until they hit a wall. There's no limit.

Also, somebody help me think of a cool transition effect from one level to the next.

Also, Portal X would be freaking awesome with lasers.

EDIT: I've also made the very judicious decision not to make scrolling tilemaps because a) it'd be too slow and b) the buttons wouldn't work anymore. At least, not in the way I'm using them right now.

EDIT2: I've finally started work on level design and in-game dialogue.
Title: Re: Graviter - Axe
Post by: squidgetx on February 23, 2011, 07:37:38 pm
/256 is 40% the speed of /128
Title: Re: Graviter - Axe
Post by: leafy on February 23, 2011, 07:38:11 pm
o.O that much? I'll make sure to try this when I have time. Is DispGraphr still faster even if you have pixels on the back buffer?
Title: Re: Graviter - Axe
Post by: squidgetx 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. :)
Title: Re: Graviter - Axe
Post by: Builderboy 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?
Title: Re: Graviter - Axe
Post by: ztrumpet on February 23, 2011, 09:42:02 pm
EDIT: Portal with lasers O.O
Dooooo it!! ^-^

Sounds cool, leafiness. ;D
Title: Re: Graviter - Axe
Post by: leafy 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. :)
Title: Re: Graviter - Axe
Post by: leafy 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


Title: Re: Graviter - Axe
Post by: Builderboy 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?
Title: Re: Graviter - Axe
Post by: Happybobjr on February 24, 2011, 05:58:03 pm
I was under the impression you couldn't limit the framerate???
Title: Re: Graviter - Axe
Post by: leafy 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
Title: Re: Graviter - Axe
Post by: leafy 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.
Title: Re: Graviter - Axe
Post by: leafy 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 :)

(http://img.removedfromgame.com/imgs/022511.gif)
Title: Re: Graviter - Axe
Post by: ztrumpet 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. :)
Title: Re: Graviter - Axe
Post by: leafy 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: (http://img.removedfromgame.com/imgs/0225112.gif)
Title: Re: Graviter - Axe
Post by: ztrumpet on February 25, 2011, 11:16:25 pm
Wow, that is cool!  I love this concept. ;D
Title: Re: Graviter - Axe
Post by: Builderboy 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
Title: Re: Graviter - Axe
Post by: squidgetx 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
Title: Re: Graviter - Axe
Post by: leafy on February 26, 2011, 05:18:42 pm
Thanks :) I've gotten gravity-affected walls working now. I think I should also put in timed-walls.
Also, since I'm using expressions to determine the directions of stuff, horizontal doors wasn't really a problem. That's the whole challenge of writing Graviter, because I have to generalize everything to four directions and write an expression that fits all. If only there were a rotate sprite function for 5x5 :P
Title: Re: Graviter - Axe
Post by: Builderboy on February 26, 2011, 06:23:40 pm
well if you put the sprite in the center of the 8x8 you can use the rotate commands right?
Title: Re: Graviter - Axe
Post by: leafy on February 26, 2011, 06:33:46 pm
Yeah but my sprites are 5x5 so there's always going to be some offset problems.
Title: Re: Graviter - Axe
Post by: Darl181 on February 26, 2011, 06:39:26 pm
Maybe you could flip it first then rotate it?
Title: Re: Graviter - Axe
Post by: Builderboy on February 26, 2011, 06:41:50 pm
Oh right x.x for some reason I was thinking 8x8 was odd numbered :P
Title: Re: Graviter - Axe
Post by: leafy on February 26, 2011, 10:25:06 pm
I'm trying to make it so the giblets stay on the map even after you respawn :) an intersting challenge.
Title: Re: Graviter - Axe
Post by: ztrumpet on February 26, 2011, 10:26:34 pm
What's a "giblet"?
Title: Re: Graviter - Axe
Post by: leafy on February 26, 2011, 10:28:43 pm
When the dude explodes, I want those particles to still remain even after you respawn xD The challenge is telling when the particles are in a relatively stationary position to use StorePic, I guess.
I also need to fix my Free RAM allocations.
Title: Re: Graviter - Axe
Post by: ztrumpet on February 26, 2011, 10:33:58 pm
Oooh, that's cool!
You could store those as a third "buffer" and then or them onto the screen later.  That would be one possibility. ;)
Title: Re: Graviter - Axe
Post by: leafy on February 26, 2011, 10:49:01 pm
Tell me more about this storing into a third buffer :P
Title: Re: Graviter - Axe
Post by: ztrumpet on February 26, 2011, 11:36:38 pm
You could do something like this:
(Reallocate the vars to L4 or something first)
Store the screen after dying (without objects that can move around) to L1.
or the current frame with the stuff at L1 before displaying the frame.  This would put the extra pixels on the screen all the time, but not allow them to be pixel tested. ;)
Title: Re: Graviter - Axe
Post by: leafy on February 27, 2011, 10:51:22 pm
New test element:
Also, does pxl-on refresh the screen every time?

(http://img.removedfromgame.com/imgs/022711.gif)
Title: Re: Graviter - Axe
Post by: ztrumpet on February 27, 2011, 11:17:23 pm
I'm siting here laughing and saying "Oh my."  That is truly an amazing screenie.  Wow. ;D
Title: Re: Graviter - Axe
Post by: Builderboy on February 28, 2011, 12:59:48 am
Holy shit, that is one of the most awesome things I have ever seen! :O Mad props, that is so sooo epic!  Love the screen shake especially, it really gives it the final touch, and seals the deal ;D

Oh, and what do you mean Pxl-On refresh the screen?  It never refreshes the screen, only dispGraph does that :)
Title: Re: Graviter - Axe
Post by: TIfanx1999 on February 28, 2011, 08:12:02 am
Haha, that is pretty freakin sweet guy! I'm really liking it! ^^
Title: Re: Graviter - Axe
Post by: JustCause on February 28, 2011, 09:55:55 am
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.

Anyway, Graviter looks epic. Keep up the amazingness.
Title: Re: Graviter - Axe
Post by: leafy on February 28, 2011, 07:09:08 pm
(http://img.removedfromgame.com/imgs/022811.gif)

Haha! I churned out a level in about 2 periods at school.
(Yes, I know there's an easier way to do the first part)
Title: Re: Graviter - Axe
Post by: Builderboy on February 28, 2011, 07:24:52 pm
Whuh. Cubes breaks 600 regularly.
How big is your map?  How many tiles?

And OMG that is an awesome level O.O This game is going to be so amazing when it comes out!
Title: Re: Graviter - Axe
Post by: ztrumpet on March 01, 2011, 05:50:27 pm
That's ridiculous.  I can't wait for a demo of this. ;D Wow.
Title: Re: Graviter - Axe
Post by: leafy on March 01, 2011, 11:39:51 pm
ima be releasing a small demo soon, then holding back on screenshots to prevent spoilers.
Also builder how do you deal with combining objects into level data? Because i use subroutines to add objects. I was thinking using tiles, but that would be a pain and cost me tiles.
Title: Re: Graviter - Axe
Post by: Builderboy on March 02, 2011, 12:44:09 am
Right after my compressed tilemap code, i have object code, which is basically this.  First byte is the number of objects.  From then on, object data is a byte specifying the type of object, followed by all the data needed to define that object.  Locations are compressed into a single byte that represents the tile that the location is in.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 02, 2011, 12:56:49 am
Wow I checked the new screenshots and it's getting even better. Nice job leafiness!
Title: Re: Graviter - Axe
Post by: TIfanx1999 on March 02, 2011, 11:17:52 am
Awesome level on the most recent screenshot. That new object is really sweet! =)
Title: Re: Graviter - Axe
Post by: leafy on March 03, 2011, 10:02:38 pm
I'm finishing a couple of new elements. I don't have a miniusb at the moment, so I can't put up the demo I prepared D:
Hopefully I get my grubby hands on one soon XD
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 04, 2011, 02:02:02 am
I can't wait for a demo. That's certainly going in news :D
Title: Re: Graviter - Axe
Post by: leafy on March 04, 2011, 07:21:11 pm
I don't think it deserves a news article, but nevertheless it has arrived!
This demo features 3 levels, one from the previous screenshot and 2 never-before seen ones. Level 2 is another puzzle, and level 3 is a reflexology thing :) Have fun.
Use + or - to cycle through the levels.
Reply if there are any problems.
No spoilers - also post feedback on these levels.

EDIT: Best played in real life or slowed down in Wabbit.
EDIT2: Progress is going to slow down a bit because I need to study for APs and because phenomist keeps making levels with not-yet implemented features xD
Title: Re: Graviter - Axe
Post by: jsj795 on March 04, 2011, 08:35:45 pm
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
Title: Re: Graviter - Axe
Post by: Broseph Radson on March 04, 2011, 08:57:09 pm
Yey!
Title: Re: Graviter - Axe
Post by: phenomist on March 04, 2011, 09:03:48 pm
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 that his demo is an illustration as to just how diverse Graviter gameplay can be. I can vouch that there will indeed be tutorial and easy levels :P
Title: Re: Graviter - Axe
Post by: program4 on March 04, 2011, 09:56:38 pm
Wait, I am confused. What happened to the easier levels in earlier versions of Graviter? Are they going to be included again?   ???

Well, good luck on this project; it's looking great so far!  :)
Title: Re: Graviter - Axe
Post by: nemo on March 04, 2011, 10:13:05 pm
i like the first and second levels, especially the second. the third is really tedious, and i don't think it can be won. i can get past the first row and about half of the second.
Title: Re: Graviter - Axe
Post by: leafy on March 04, 2011, 10:21:12 pm
I assure you all of them are beatable :P I know level 3 is tedious.
Yes, all the previous levels will make their way into the final version, yes there are tutorial levels.

I'm thinking of dividing all the levels into subsections
Campaign
Advanced (Original maps with twists)
Challenge (Totally new awesomely hard maps)
Title: Re: Graviter - Axe
Post by: jsj795 on March 05, 2011, 04:20:10 am
OOOOHHHH guess what, I didn't know 2nd can pick up the box LOL no wonder i couldn't solve level 2 :)

heheh i beat all of them, including level 3, on wabbit's 100% speed :)
Title: Re: Graviter - Axe
Post by: ztrumpet on March 05, 2011, 01:24:19 pm
Awesome!  I can't wait to try this. ;D
Title: Re: Graviter - Axe
Post by: jsj795 on March 05, 2011, 05:41:26 pm
I think I found a bug. Attached is the screenshot.
Title: Re: Graviter - Axe
Post by: ralphdspam on March 05, 2011, 06:05:19 pm
This is a great game! :)
It is very challenging though.
Title: Re: Graviter - Axe
Post by: leafy on March 05, 2011, 07:37:47 pm
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 :)

Spoiler For level two:
(http://img.removedfromgame.com/imgs/l2sol.gif)
Title: Re: Graviter - Axe
Post by: jsj795 on March 05, 2011, 07:59:16 pm
i found level 1 harder tnan level 2. level 1 required a lot of fine turnings :)

level 3 is really fast paced, so i like it!! I play level 3 over and over again and it gets my adrenaline pumping
Title: Re: Graviter - Axe
Post by: ztrumpet on March 05, 2011, 10:12:58 pm
Wow, I just got around to playing this.  This is incredible.  Wow. :D
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 09, 2011, 03:13:02 am
I liked it, but I stopped playing after 10 minutes or so. Levels are just unbeatable by the average people. You should probably fix the difficulty or include the old levels again, because I can't even beat level 1. I have no clue what to do at all.

Graphics - 10/10
Gameplay - 10/10
Difficulty - 0/10
Average 6.67/10 Awesome game so far, but the difficulty ruins it, sorry. :/
Title: Re: Graviter - Axe
Post by: Darl181 on March 09, 2011, 03:17:37 am
This game is great, too bad it became an app, tho...

What might be helpful is some sort of way to get into the 5-pixel-wide holes, i.e. the first part of the third level.  It's less of a "reflex test" than trying to get the guy into a hole just big enough for it, as it's constantly going right over it.
And yes, some easier levels would be nice :D

EDIT: Are you planning on implementing the menus from the other thread?
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 09, 2011, 03:20:26 am
Well it's inevitable it became an app if it's too large, to be fair. I understand about your calc archive issue, but there isn't much that can be done.
Title: Re: Graviter - Axe
Post by: Darl181 on March 09, 2011, 03:23:04 am
Right, I just prefer to keep games out of the apps menu--kind of easier to hide that way ;)  Well worth the slot tho
btw I kind of figured out a way to get around the limit of apps, but it's not very dependable :P
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 09, 2011, 03:26:27 am
Ah ok. Personally it doesn't matter to me how big a game is, or if it's an app, one file or multiple ones. What matters is the game produced. Some people will bash games only based on the file format...
Title: Re: Graviter - Axe
Post by: mdr1 on March 09, 2011, 10:11:42 am
Very very good application !
But what a pitty that we can't jump when the feet are at the top !
Title: Re: Graviter - Axe
Post by: JustCause on March 09, 2011, 10:33:49 am
Wow. It's little things like the screen-shake that pull this together. Brilliant concept, with insane levels of depth and a presentation that pulls it all together. Bravo, sir.
Title: Re: Graviter - Axe
Post by: Builderboy on March 09, 2011, 11:55:21 am
I think I found a bug. Attached is the screenshot.
http://www.omnimaga.org/index.php?action=dlattach;topic=5942.0;attach=6441;image

Another thing I noticed, notice how in the beginning, he has to jump 3 times before he can get over the hill, that can be pretty inconvenient if say you have a giant ninja star hurling towards you and you need to jump over a block ;)  is it intentional?
Title: Re: Graviter - Axe
Post by: jsj795 on March 09, 2011, 11:56:03 am
Very 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
Title: Re: Graviter - Axe
Post by: mdr1 on March 09, 2011, 12:00:49 pm
Very 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
Ok, thank you, I unsertand now ! :P
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 01:05:09 am
I think I found a bug. Attached is the screenshot.

I have since fixed this bug (not really a bug, more of an exploit/glitch) so that you die of door crushing.
Anyways, I have implemented exits (finally) and another element that is sure to cause more headaches and swearing, with two more to come before I stop coming up with new ones.
Also, non-linear campaign/level routes. That is all.
Title: Re: Graviter - Axe
Post by: Builderboy on March 10, 2011, 01:15:28 am
Still no news on the jumping bug?
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 01:23:54 am
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:
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 10, 2011, 01:25:43 am
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
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.
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 01:27:05 am
Don't sweat it, I was just kidding :D
Although I do intend to learn ASM someday.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 10, 2011, 01:29:09 am
Ok, because this might have lead to misinterpretation.
Title: Re: Graviter - Axe
Post by: Builderboy on March 10, 2011, 01:35:56 am
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:

Ah, maybe when you land on the ground, it always automatically places you at the lowest sub pixel?
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 01:37:48 am
Yes, I am trying to figure that out at this very moment (well not right now I have an Eng project) maybe tomorrow.
Title: Re: Graviter - Axe
Post by: Builderboy on March 10, 2011, 01:40:53 am
A simple Y Or 255->Y should do the trick :D
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 01:48:29 am
Wait, I dun get it. Are you rounding to the nearest value mod 256, then setting Y there?
Title: Re: Graviter - Axe
Post by: Builderboy on March 10, 2011, 01:52:12 am
It basically puts you at the bottom of any pixel you are currently in, since the first half of the two byte number is the pixel location, and the second byte of the number is the location inside of the pixel.  I think 255->{oY} might be more optimized, but I'm not sure thats entirely correct.  Either way, you just want to set the second half of the number to max, so its moved to the absolute bottom of the sub pixel :)
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 01:54:40 am
Could I achieve the same effect doing something like

{L2}r/256*256-->{L2}r?

I don't quite understand how yours works.
Title: Re: Graviter - Axe
Post by: Builderboy on March 10, 2011, 01:57:47 am
not quite, since that makes the variable smaller, when you want to be making it larger.  adding 255 would work though.

If this: 23.156 is your Y value, you are on the 23rd pixel, and 156/256 the way down the pixel.  We want to be at the very bottom, we want to be at 23.255, so we want to set the second half to 255.  We can do OR 255, we can try /256*256+255, or 255->{oY}. whatever we like
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 01:59:12 am
Ah I think I see now. I'll try this when I have time.
Is the o symbol the same one in the section with the r token? I'll try it and if it doesn't work I'll use your other method.
Title: Re: Graviter - Axe
Post by: Builderboy on March 10, 2011, 02:00:41 am
yeah, its the symbol used to find the address of the Y variable, that way I can set the specific byte that corosponds to it
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 02:06:47 am
Wait so how does the Or work? I thought it's a boolean, so it wouldn't be adding anything to y? Or am I wrong?
Title: Re: Graviter - Axe
Post by: Builderboy on March 10, 2011, 02:09:42 am
It is a boolean, but it works on each individual bit of the number :) Since your number is 10101001.10010010 , and since we want the second half to be 11111111, we just OR your number with 11111111 (255), which sets all of the bits to 11111111
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 02:12:23 am
It is starting to make some vague sense in my mind. Sorry, I'm just used to thinking of boolean as 0 and 1 xD
Title: Re: Graviter - Axe
Post by: Builderboy on March 10, 2011, 02:14:15 am
It still is boolean :) remember the calc only operates in 1's and 0's no matter what, this just acts like a whole bunch of boolean OR's for each bit in the number
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 02:16:30 am
Alright, so now I just need to find the exact value that will jump exactly one block without hitting the ceiling.
Sounds like fun.
Title: Re: Graviter - Axe
Post by: Builderboy on March 10, 2011, 02:17:42 am
I'm guessing 255 will do it, since that will put you at the lowest possible spot without moving into the next pixel, but i cant be sure o.O
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 02:23:20 am
No my jumping works by setting a y-velocity to -value, so it adds up rather than just moving upwards by 255. So it's something like

x(x+1)/2>=255

or something, then use x.
Title: Re: Graviter - Axe
Post by: Builderboy on March 10, 2011, 02:25:21 am
No i mean lowest possible spot on the screen (i've been talking about Y position) since higher numbers move down the screen
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 02:26:04 am
Oh yeah 255 works for that. I got it working, so now I"m trying to figure out jumping.
Title: Re: Graviter - Axe
Post by: Builderboy on March 10, 2011, 02:26:54 am
yay ^^
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 02:36:04 am
Wow I just realized I spammed this thread a whole lot >.< I'll stop now and go sleep or something.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 10, 2011, 11:40:47 pm
Lol don't worry about it, asking questions and getting/giving help is pretty fine. :D

I hope to see new progress on this game soon. Are the levels from the previous demo going to be included in the next one?
Title: Re: Graviter - Axe
Post by: leafy on March 10, 2011, 11:52:29 pm
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?)
I'm also doing some heavy optimizing. I've added level transitions as well (nothing major) and I'll post a couple of screenshots soon. I don't want to post too much because it would be spoilery.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 10, 2011, 11:55:09 pm
Cool, by the way are the levels I saw designs of in earlier posts already part of the current version? I wish I could get past level 1 x.x
Title: Re: Graviter - Axe
Post by: phenomist on March 11, 2011, 12:29:57 am
@leafiness0: I have another level concept ready. It's rather environmentally friendly (in terms of object conservation) and we only have to import a single enemy from the wild.
Title: Re: Graviter - Axe
Post by: leafy on March 11, 2011, 12:39:08 am
Ah. I was getting tired of having my wrists slashed. Maybe we should use a net in the future. Like a steel mesh net.
Yes, the easy levels have been stored and are awaiting RLE treatment before being stored into an appvar. I'm leaving them uncompressed for now to allow for easier editing.
Title: Re: Graviter - Axe
Post by: ztrumpet on March 11, 2011, 04:56:31 pm
This sounds awesome.  I'm liking the progress. :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
Title: Re: Graviter - Axe
Post by: phenomist on March 12, 2011, 12:46:42 am
Wow, leafiness0 just gave me rights to Graviter until summer break (3 months from now)

I guess I'll have to start learning the more specialized functions of Axe :P

Some stuff you might be seeing if I am successful at learning this:
- Graphical Level Editor! <- This is a priority of mine
- More levels! Some easier levels, too!
- Possibly optimized, faster gameplay!
- (?) New gameplay elements?
Title: Re: Graviter - Axe
Post by: leafy on March 12, 2011, 01:00:52 am
I"m doing this because I have a ton of AP's to study for (AP Chinese? I don't even speak Chinese >.<)
So yeah. Phenomist gets the rights until all my tests are over, and I'll be working on The Slime, which shouldn't take as much time as Graviter.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 12, 2011, 04:18:42 am
Wow 21 doors? O.O That seems like a massive level! How big is it in map size?

Also sorry to hear about your lack of time. I hope get more free time soon and that you don't give up on the game D:
Title: Re: Graviter - Axe
Post by: ztrumpet on March 12, 2011, 12:05:28 pm
Aww, too bad.  I hope this gets completed sometime. :)
Title: Re: Graviter - Axe
Post by: SirCmpwn on March 12, 2011, 07:55:42 pm
This game has so much potential, but it is just too damn hard.  I have died way too many times.  It needs to be easier to jump over things.  I hate dying over and over again because I can't get out of/into some stupid hole.
Title: Re: Graviter - Axe
Post by: momrocker on March 12, 2011, 07:58:18 pm
Better than being too easy :P
Title: Re: Graviter - Axe
Post by: SirCmpwn on March 12, 2011, 08:04:24 pm
By the 200th try on the 3rd level it isn't.
Title: Re: Graviter - Axe
Post by: phenomist on March 12, 2011, 08:17:53 pm
I'm sorry. (Though, that 3rd level is probably going to be one of the levels on the tail end, or possibly not even packaged in the main game itself, as a "challenge level pack")
Title: Re: Graviter - Axe
Post by: leafy on March 12, 2011, 10:45:08 pm
Hint: Jump instead of reversing gravity for the first and third rows of level 3. (first and third being from the bottom up).
Title: Re: Graviter - Axe
Post by: SirCmpwn on March 12, 2011, 11:36:57 pm
That's what I do, but jumping out of the hole is difficult, and getting into them can also be difficult.
Title: Re: Graviter - Axe
Post by: leafy on March 12, 2011, 11:55:59 pm
Jump into the hole when the spiky thing rolls at you and time it well, so you jump above it and land when it's already passed.
For me, timing is the hard part. Also, you don't have to aim like you do when you walk over the hole, just keep moving to the right and holding the jump key and you'll jump into the hole on your right.
Title: Re: Graviter - Axe
Post by: SirCmpwn on March 12, 2011, 11:59:09 pm
I'll try that.  I get the strategy behind it, its just hard to execute.
Title: Re: Graviter - Axe
Post by: Builderboy on March 13, 2011, 01:09:48 am
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 precision
Title: Re: Graviter - Axe
Post by: leafy on March 13, 2011, 01:14:35 am
I have to agree with BuilderBoy actually. It's hard to make a level that's hard yet doesn't require pixel-perfectness. When I make levels I try to allow a little bit of leeway for the player, but it's often quite difficult to pull off.
Level three is an example of a level I didn't allow any leeway with. Levels one and two in the demo I consider reasonable, however, with level one a little less so than level two.
Title: Re: Graviter - Axe
Post by: ztrumpet on March 13, 2011, 12:34:34 pm
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 precision
Exodus has very, very pixel perfect precision.  I guess it's just a basic game. ;)
Title: Re: Graviter - Axe
Post by: yunhua98 on March 14, 2011, 11:40:58 am
I don't know if anyone has already mentioned this, but I found some "Glitches"

Watch the *very* long screenie, some levels, I can just get to the goal a bit too easily?  Maybe add a block or something to prevent it?
Title: Re: Graviter - Axe
Post by: leafy on March 14, 2011, 06:50:57 pm
#1, that's the old demo.
#2, in most of those, the actual solutions are easy than the hackish ones.
Title: Re: Graviter - Axe
Post by: SirCmpwn on March 14, 2011, 07:52:21 pm
#2 sounds like the same justification Valve used for some of the ninja solutions to Portal levels ;)
Title: Re: Graviter - Axe
Post by: leafy on March 14, 2011, 10:42:28 pm
My favorite ninja solution in Portal was the one where the exit was right in front of the entrance, and by putting three portals you could solve the puzzle is less than 7 seconds xD
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 14, 2011, 11:31:05 pm
The hackish solutions would make a nice TAS of this game. :D  Kinda like those Portal ones. :D
Title: Re: Graviter - Axe
Post by: yunhua98 on March 15, 2011, 03:57:10 pm
wait, I seemed to have missed something, wheres the new demo?  :o

also, its a lot easier on-calc.  :P  Its way to sensitive on the computer.  XD
Title: Re: Graviter - Axe
Post by: turiqwalrus on March 15, 2011, 06:49:51 pm
nice! respect to you on making that, leafiness.
It's really hard though
Title: Re: Graviter - Axe
Post by: phenomist on March 15, 2011, 07:58:21 pm
Development is now confirmed on hiatus until I figure out how to compile this thing (It always gives me ERR: BLOCK, even though I got each and every source program and subprogram from leafiness0)

Development is now confirmed on hiatus until I figure out how every single function, subroutine, subprogram, and other stuff works.
Title: Re: Graviter - Axe
Post by: leafy on March 16, 2011, 10:52:25 pm
Graviter is back under development. I fixed the problem - no idea how, though, but phenomist is now resuming completing the game.
Title: Re: Graviter - Axe
Post by: leafy on March 17, 2011, 10:08:43 pm
Development is still continuing and being happy.
(http://img.removedfromgame.com/imgs/newve.gif)
The thing at the bottom is an alternate warp gate.
Title: Re: Graviter - Axe
Post by: ztrumpet on March 17, 2011, 10:18:19 pm
Alternate Warp Gate.  Those are incredible words there. :D  Cool! ;D

I like how the levels are looking, and the transitions look great too! :D
Title: Re: Graviter - Axe
Post by: Darl181 on March 17, 2011, 10:19:55 pm
There's going to be some easier levels right? :P

btw leafiness your post count is leet -1000 ;D
Title: Re: Graviter - Axe
Post by: Builderboy on March 18, 2011, 01:29:54 am
That looks awesome and epic!  I really like the transitions too O.O
Title: Re: Graviter - Axe
Post by: SirCmpwn on March 18, 2011, 09:09:37 am
<3 the transitions *-*
Title: Re: Graviter - Axe
Post by: yunhua98 on March 18, 2011, 10:27:08 am
<3 the transitions *-* it all
Fixed.
Title: Re: Graviter - Axe
Post by: aeTIos on March 18, 2011, 10:35:29 am
;)

I like this Game, even though I havent lost tried it at all
Title: Re: Graviter - Axe
Post by: Deep Toaster on March 19, 2011, 04:21:58 pm
This is probably the best-looking game I've ever seen for the 83+ series. Ever.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 22, 2011, 09:06:40 pm
Wow nice screenshot Leafiness!

Also in the last demo I still can't beat level 1. I figured out how to get father, but I can,t get out of the area where there's a switch to open the 2nd door. O.O
Title: Re: Graviter - Axe
Post by: Ashbad on March 22, 2011, 09:07:56 pm
looking real nice ^-^
Title: Re: Graviter - Axe
Post by: Darl181 on March 22, 2011, 09:09:47 pm
So...what does the alternate warp gate do?
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 22, 2011, 09:16:37 pm
Screenshot of what I mean for my other post: (I think a small part of the spikes should be removed there)
Title: Re: Graviter - Axe
Post by: ztrumpet on March 22, 2011, 09:21:39 pm
Press Down and Left (don't invert the gravity).  Try and make it to the small platform on the roof.  You may have to start the jump a little bit in the spikes to make it.  Good luck. ;D
Title: Re: Graviter - Axe
Post by: phenomist on March 22, 2011, 09:25:17 pm
Yeah, I was confused as to what I was supposed to do there as well, until leafiness0 told me that jumping had been implemented.
Title: Re: Graviter - Axe
Post by: yunhua98 on March 23, 2011, 04:27:42 pm
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?
Title: Re: Graviter - Axe
Post by: ztrumpet on March 23, 2011, 08:16:23 pm
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. ;)
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 24, 2011, 01:58:24 am
Oh wow I didn't even know we could jump. Thanks, I'll have to try that when I have time.
Title: Re: Graviter - Axe
Post by: leafy on March 27, 2011, 10:28:00 pm
Awright, I'm making serious optimizations to the engine and also rewriting some unsatisfactory routines, seeing as phenomist is being fairly lazy. I'm also planning out a roadmap for my levels and I have a very, er, unique idea for the credits (of which I deserve about 1/3)
Progress is being continued, so don't lose hope xD
Also I've decided that if I finish before Portal X is done, I'll wait until Builderboy releases that before I release Graviter so that people will say I ripped of him rather than the other way around. Because I really hate stealing credit from people.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 28, 2011, 03:59:26 pm
Lol nice, although I'm unsure if waiting for Builderboy would be a good idea, as the exact same thing will happen even if you release your game later or not, if people have to do accusations or anything. I think you should just say in the description that the graphics are inspired from Portal X by Builderboy and that you got his permission. Plus what if he took 3-5 more years to release Portal X? ???
Title: Re: Graviter - Axe
Post by: leafy on March 28, 2011, 10:06:55 pm
Okay, I need to figure out an algorithm to generate spikes and other 4-direction tiles for me, so I can kill two rocks with three birds. I'll post updates soon, I guess.
I'm also finishing up gravity directions 2 and 3 so sideways puzzles next! xD
The roadmap is still being worked on,sadly.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on March 28, 2011, 11:00:57 pm
Good luck! Also I hope you don't wait til POrtal comes out for a release. I would hate to wait 3-4 years waiting for a game that was finished already only because another game has stalled due to the author being too busy or something. X.x
Title: Re: Graviter - Axe
Post by: jsj795 on March 28, 2011, 11:36:39 pm
I agree with DJ, just make sure to give proper credit to builderboy for the inspiration in the readme or something.

and hopefully you can figure out the algorithm soon! Good luck!
Title: Re: Graviter - Axe
Post by: Builderboy on March 29, 2011, 01:25:24 am
I think you should definitely release Gravitier when you finish it :) Progress on PortalX is inconsistent and slow right now.  And just think, I am already delaying my own project due to busyness and stuff, I would hate to delay a second! :P
Title: Re: Graviter - Axe
Post by: leafy on March 29, 2011, 02:31:48 am
xD I see. Well, it doesnt look like I'll finish graviter anytime soon, so I'll worry about that later.
I've got a nice little spike drawing algorithm finished that I have to program in now, saving me three tiles. Hooray!
Title: Re: Graviter - Axe
Post by: leafy on April 02, 2011, 02:26:25 am
Allrighttttt I cut out over 1500 bytes from my old routines and added some pretty major optimizations.
Also, a level editor is in the works while I figure out how the bloody hell you store object data.
Also, my next object - moving spike walls!
Title: Re: Graviter - Axe
Post by: Darl181 on April 02, 2011, 02:29:04 am
Can you elaborate on "object data"?  I might be using something like that in Tio, so I might be able to help a bit on that one... ;)

EDIT: unless you want to do it all by yourself, in which case that's fine
Title: Re: Graviter - Axe
Post by: Ashbad on April 02, 2011, 08:24:10 am
I'm assuming by object data you mean storing the data associated with boxes and such into the appvar?  One way you could do that is place it at the very end of the appvar, and each time you reload the level, copy it into your enemy queue :)
Title: Re: Graviter - Axe
Post by: Darl181 on April 02, 2011, 12:46:02 pm
I can imagine having all the data at the end being difficult with the editor though...what might be a bit faster and somewhat more simple to code is to have the data just after the level so the code isn't constantly searching for the end of the program :P
Title: Re: Graviter - Axe
Post by: leafy on April 02, 2011, 01:44:39 pm
The way I'm doing it is using a separate database to store the object data like so:

Number of objects: (1 byte)
[01
Object type: (1 byte)
[01(00)
Object attributes: (I'm just giving everything 6 byte user-entered attributes then setting the ones I don't need as 0's)
[0100(052F03000000)
etc.

Then using a for loop to create all the objects

I'm not sure whether I"m going to store them both into one appvar or have two appvars, one for levels and one for objects because the number of bytes objects take up is variable, which could screw up loading the map.
Title: Re: Graviter - Axe
Post by: leafy on April 03, 2011, 02:38:12 am
Wow, my revamped engine feels a lot faster, for some odd reason. Must be that thousand bytes.
If I need help optimizing in the near future (read: SOON) I'll post them up in the optimizations section. I've gotten a good idea on how to store object code but it's all theoretical at this point.
Gravity directions 2 and 3 have been fixed, and the roadmap has been completed. General layout (I have specifics, but I'm not going to release them)

Basic tutorials
Puzzles in which you don't control gravity but gravity controls you! (Soviet russia)
Get gravity device (profit!)
Puzzles where you control gravity
Harder puzzles
End boss??!!11

That's all for now. More releases during spring break to look forward to!
Title: Re: Graviter - Axe
Post by: leafy on April 04, 2011, 06:24:23 pm
I'll post a screenshot later today or early tomorrow if I have time.

Things I've improved:
Engine speed (massive improvements)
Added horizontal gravity directions

Things I have yet to do because of optimizations:
Holding boxes
Enemy spike things
switch/doors

The screenie i'll post is a sample of a middle to early campaign level.
Title: Re: Graviter - Axe
Post by: Darl181 on April 12, 2011, 07:50:56 pm
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...
Title: Re: Graviter - Axe
Post by: ztrumpet on April 12, 2011, 09:07:54 pm
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
Title: Re: Graviter - Axe
Post by: SirCmpwn on April 12, 2011, 10:19:23 pm
I like ztrumpet's idea, it sounds great!
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on April 13, 2011, 01:14:29 am
Yeah I agree. I hope to see new progress on this soon by the way. I'M glad it was still worked on recently. :)
Title: Re: Graviter - Axe
Post by: Munchor on April 13, 2011, 04:26:30 am
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


I like all those ideas, especially mines :P
Title: Re: Graviter - Axe
Post by: Darl181 on April 13, 2011, 04:43:41 am
Yessss, I've just about finished this leveBAM!  Awesomeness...

Definitely make it possible to win the level tho...
Title: Re: Graviter - Axe
Post by: Munchor on April 13, 2011, 07:53:58 am
Yessss, I've just about finished this leveBAM!  Awesomeness...

Definitely make it possible to win the level tho...

I tried playing the last eversion in Wabbit, and it's *very* hard, on-calc is much easier I'd like to shift my calculator sometimes though.
Title: Re: Graviter - Axe
Post by: leafy on April 13, 2011, 07:37:44 pm
I've been really busy, so I haven't had the chance to work on any of my projects, but I'll definetely push some updates ASAP. I like the ideas ^^
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on April 16, 2011, 03:47:20 am
Sorry to hear. I hope you don't quit calc programming or something. :( (people tend to do that a lot around this time of the year and in the middle of Summer)
Title: Re: Graviter - Axe
Post by: Ashbad on April 16, 2011, 12:12:36 pm
hope this gets finished :) it's really cool so far! ;D

Also, hope you find a new form of motivation soon ;)
Title: Re: Graviter - Axe
Post by: leafy on April 16, 2011, 12:36:57 pm
Yup sorry guys I had pneumonia for a week and I couldn't stop coughing/vomiting >.<
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on April 17, 2011, 02:04:51 am
Sorry to hear, I hope you feel better soon. X.x
Title: Re: Graviter - Axe
Post by: BrownyTCat on April 17, 2011, 02:16:25 am
This game is proof that a concept being done before doesn't mean it can't be done better- just what Graviter did. Just might wanna put a limit on gravity switches or a cooldown in certain cases where it would be to easy to float by mashing ALPHA.
Title: Re: Graviter - Axe
Post by: Darl181 on April 17, 2011, 02:32:22 am
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.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on April 24, 2011, 03:53:42 pm
Actually I didn't run into any floating problem yet.
Title: Re: Graviter - Axe
Post by: BrownyTCat on April 26, 2011, 11:17:17 am
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.

That was really smart of him.
Title: Re: Graviter - Axe
Post by: leafy on April 26, 2011, 09:49:27 pm
Yes I am quite smart and stuff. Very modest, too. :P
Title: Re: Graviter - Axe
Post by: leafy on April 27, 2011, 02:42:05 am
Alrighty. Updates. Haven't had those in quite a while.

Bouncy blocks. Preserve momentum when jumping off them. Useful in puzzles.
Destroyable blocks that are destroyed by spike thingies.

On another note, the level editor is a work in progress, because I can't actually finish it without knowing all the game elements. I have a better idea of what to do, though.

EDIT: All game elements are nearing completion. Pretty soon I'm going to lock down the game mechanics and begin really working on putting the entire thing together. If I can get phenomist to help me make more awesome levels.

Also, I will TRY to get a screenshot up soon but that may take a while. Wabbit's having issues.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on April 29, 2011, 08:08:49 pm
Sounds nice, and I'm glad there will be a level editor. :D I'm happy to see this is still alive. About Wabbit issues, mind about posting them in http://www.omnimaga.org/index.php?board=155.0 ?
Title: Re: Graviter - Axe
Post by: ztrumpet on April 29, 2011, 11:57:12 pm
Oooh, cool!  I like the Bouncy idea, but the Destroyable blocks have so much puzzle potential.  I can't wait! ;D
Title: Re: Graviter - Axe
Post by: leafy on April 30, 2011, 01:00:55 am
(http://img.removedfromgame.com/imgs/4292011.gif)
Quick menu screenie.
Title: Re: Graviter - Axe
Post by: ZippyDee on April 30, 2011, 01:04:25 am
Whoa! That's an awesome effect!! It looks fantastic! The one thing I'd say is that the U and the I in QUIT are kind of close together...I read it as QUT at first >.<
Title: Re: Graviter - Axe
Post by: leafy on April 30, 2011, 05:01:19 pm
I'll space out the text more evenly if I have time. BTW, when I select new that thing that pops up is supposed to be a level selector. I'm coding it right now, but this text command is really bloody slow. Screenie later today (hopefully, my spring break is running out)

Also I updated the screenshots and most releases sections so hopefully people don't come here talking about some long gone version.
Title: Re: Graviter - Axe
Post by: leafy on April 30, 2011, 07:10:48 pm
Okay, new menu with updated new level selection screen and transitions.
(http://img.removedfromgame.com/imgs/0-menu043011.gif)
Title: Re: Graviter - Axe
Post by: leafy on May 01, 2011, 03:50:15 pm
Bloody hell, ram cleared my menu while scrolling to an error without any backups.
Sigh.
Title: Re: Graviter - Axe
Post by: JustCause on May 01, 2011, 03:57:47 pm
Sorry to hear that! Looked effing cool too.
Title: Re: Graviter - Axe
Post by: leafy on May 02, 2011, 06:33:53 pm
No problem, recoded from scratch in 10 mins ^^
Title: Re: Graviter - Axe
Post by: BrownyTCat on May 02, 2011, 06:46:56 pm
THAT. Is true calculator graphics.
Title: Re: Graviter - Axe
Post by: leafy on May 02, 2011, 07:08:41 pm
I am no artist :P
Title: Re: Graviter - Axe
Post by: turiqwalrus on May 02, 2011, 07:14:54 pm
it's decent graphics. Compared to a title screen like Contra, it's kinda sad, but It's definitely better than WFRNG, my prizm game, Mario 1.2, and many others :P
Title: Re: Graviter - Axe
Post by: leafy on May 02, 2011, 07:20:05 pm
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. Or at least none that would be willing to make a videogame title :P
Girls.
Title: Re: Graviter - Axe
Post by: ztrumpet on May 02, 2011, 10:00:10 pm
I am no artist :P
That 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
Title: Re: Graviter - Axe
Post by: leafy on May 05, 2011, 12:14:09 am
A final render, waiting on runer112 to help me with optimizing ^^
(http://img.removedfromgame.com/imgs/final.gif)
Title: Re: Graviter - Axe
Post by: ztrumpet on May 07, 2011, 10:48:24 pm
Wow.
There's no way for me to describe what I felt when the level select screen showed up.  Incredible job. :)
Title: Re: Graviter - Axe
Post by: Deep Toaster on May 08, 2011, 12:00:20 am
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.

Yeah, that's the only reason it looked the way it did. I really suck at graphics XD

And of course squidgetx's awesum skillz at converting it.

Girls.

O.o

A final render, waiting on runer112 to help me with optimizing ^^
(http://img.removedfromgame.com/imgs/final.gif)

Okay, THAT is epic.

You, sir, are now officially 1337.
Title: Re: Graviter - Axe
Post by: ralphdspam on May 08, 2011, 01:26:43 am
Wow!  That's the kind of menu screen you world get on a 16 or 32 bit home game console.  Awesome!  ^^
Title: Re: Graviter - Axe
Post by: leafy on May 08, 2011, 02:47:50 am
Thanks guys ^^ I'm reverting back to work on the game itself, so yay.
Title: Re: Graviter - Axe
Post by: Munchor on May 08, 2011, 04:37:40 am
leafiness, that screenshot is 1337, really awesome, nice job!
Title: Re: Graviter - Axe
Post by: ZippyDee on May 08, 2011, 01:00:10 pm
Hot damn, that is one sexy menu.
Title: Re: Graviter - Axe
Post by: SirCmpwn on May 09, 2011, 05:15:58 pm
<3
Title: Re: Graviter - Axe
Post by: Builderboy on May 10, 2011, 01:01:17 am
Wow thats really smooth and awesome! :D I can't even imagine what it must look like on calc ^^
Title: Re: Graviter - Axe
Post by: leafy on May 14, 2011, 12:15:33 am
I've got a ton new levels! Here they are!

[Redacted]

No spoilers for you guys :P
But please keep in mind they are there xD
Title: Re: Graviter - Axe
Post by: z80man on May 14, 2011, 02:20:17 am
I guess I'll just have to wait for the final release, but this is looking awesome. It really is the graphical touches that make any game much more amazing.
Title: Re: Graviter - Axe
Post by: leafy on May 15, 2011, 01:02:56 am
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 ^^
Title: Re: Graviter - Axe
Post by: Munchor on May 15, 2011, 04:00:37 am
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 ^^

I still don't get how he optimizes so much and so well. I can't wait to see how much he shortened the size :D
Title: Re: Graviter - Axe
Post by: Runer112 on May 15, 2011, 12:13:47 pm
I'll just leave this here...
Title: Re: Graviter - Axe
Post by: Deep Toaster on May 15, 2011, 12:24:29 pm
O.O.O.O Those effects are epic.
Title: Re: Graviter - Axe
Post by: leafy on May 15, 2011, 01:32:39 pm
Wait whaaaaa? I asked him to help me with the exit transition at like 2:00 his time and he finished by today morning?
orz
Title: Re: Graviter - Axe
Post by: SirCmpwn on May 15, 2011, 03:23:24 pm
That looks fantastic!  But if I may suggest something, have you considered using a custom text routine, so that the title string doesn't vanish entirely as it hits the edge of the screen?
Title: Re: Graviter - Axe
Post by: leafy on May 17, 2011, 01:41:08 am
Momentum. Important for health and bodily functions.
(http://img.removedfromgame.com/imgs/0516112.gif)
(Yes I kinda screw up a lot the emu is a bit faster than RL)
Title: Re: Graviter - Axe
Post by: Builderboy on May 17, 2011, 01:56:18 am
O.O That looks really smooth and epic, and I can't wait to see all the puzzles you will be able to crank out with all these engine features :D Can you still manually change gravity during this level?
Title: Re: Graviter - Axe
Post by: SirCmpwn on May 17, 2011, 02:38:58 pm
Looking awesome!
Can't wait for another demo.
Title: Re: Graviter - Axe
Post by: ztrumpet on May 17, 2011, 11:05:41 pm
That looks amazing.  I can't wait until I get to play with this. ;D
Title: Re: Graviter - Axe
Post by: TIfanx1999 on May 18, 2011, 08:46:36 am
Hehe, that's pretty sweet! ^^
Title: Re: Graviter - Axe
Post by: aeTIos on May 18, 2011, 09:21:51 am
Awesome!!!!!111!oneoneone
Title: Re: Graviter - Axe
Post by: leafy on May 22, 2011, 02:20:25 pm
Epicness never ceases to amaze.

(http://img.removedfromgame.com/imgs/052211.gif)

With deepest gratitude to runer112 ^^
Title: Re: Graviter - Axe
Post by: Deep Toaster on May 22, 2011, 02:25:15 pm
Epic gameplay + epic graphics = ...

EDIT: Wow, does the menu let you flip back and forth even before it's done sliding?
Title: Re: Graviter - Axe
Post by: ZippyDee on May 22, 2011, 02:35:49 pm
That. Menu. Is. Beautiful.

The gameplay screenie looks amazing, too!!
Title: Re: Graviter - Axe
Post by: Deep Toaster on May 22, 2011, 02:40:56 pm
The gameplay screenie looks amazing, too!!

That too. Is this an original game? If so, you, sir, are brilliant.
Title: Re: Graviter - Axe
Post by: leafy on May 22, 2011, 04:16:49 pm
Hehe you haven't seen anything yet ^^ Check out the screenshots thread for more epic :P
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on May 26, 2011, 01:33:08 am
O.O This menu really looks amazing. One of the best I saw for 83+ games along with the xLIB Bowling. Good job, also I love the screenshot at http://ourl.ca/8539/209477
Title: Re: Graviter - Axe
Post by: Munchor on May 27, 2011, 12:48:14 pm
LEafiness, is this on hold till the end of the Axe Contest?
/me hopes not.
Title: Re: Graviter - Axe
Post by: leafy on May 27, 2011, 03:30:20 pm
Sadly, it is indeed on hold. Don't worry, the contest will be over in a month or so, and I'll probably lose, but with the contest entry I've learned some optimizations that'll definetely help with Graviter.
Title: Re: Graviter - Axe
Post by: Builderboy on May 28, 2011, 05:21:09 pm
Quick question, what was the font you used for the menu again?
Title: Re: Graviter - Axe
Post by: leafy on May 28, 2011, 05:21:51 pm
base_02 ^^

http://www.dafont.com/base-02.font
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on June 08, 2011, 02:10:57 am
I like that site. I used it in 2003 in college and again to make videos and banners. :)
Title: Re: Graviter - Axe
Post by: Hayleia on June 14, 2011, 08:45:59 am
Well, I've got a bug (Yay, love bugs !!). Yet, I don't know whose fault it is.
The screenshot will help understanding.
I use the 030411.8xk demo.
Now, each time I want to run any prog, it displays the X and the Y.
Title: Re: Graviter - Axe
Post by: leafy on June 14, 2011, 11:12:50 am
It may or may not have something to do with L2 or L4. Weird shit happens when I use those free ram segments.
Title: Re: Graviter - Axe
Post by: ztrumpet on June 14, 2011, 02:17:41 pm
Yeah, I noticed that bug too. :-\
Title: Re: Graviter - Axe
Post by: Ashbad on June 14, 2011, 03:28:05 pm
It might be because you're tempering with RAM locations you shouldn't be messing with.  I bet the problem is that you're overwriting OS flags and/or data buffer locations, so the fix would be to better set up the memory buffer you're working with.
Title: Re: Graviter - Axe
Post by: Deep Toaster on June 14, 2011, 05:11:36 pm
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.
Title: Re: Graviter - Axe
Post by: Jim Bauwens on June 15, 2011, 04:45:03 am
My brother just loaded this up on his 83 Plus, and I must say that it looks real nice! The shaking is also real good done :)
Title: Re: Graviter - Axe
Post by: Stefan Bauwens on June 15, 2011, 06:46:29 am
Yup, I tried the level. It was at first hard(I didn't use a screenie as walkthrough). But then I finally got trough. A great game I must say!
Title: Re: Graviter - Axe
Post by: leafy on June 15, 2011, 12:17:09 pm
I finally took the time to look at that screenie. Yeah, it's because of L2. I'll fix it soon.
Title: Re: Graviter - Axe
Post by: aeTIos on June 16, 2011, 10:13:30 am
Wow. you work on 2 projects simultaneous?
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on June 27, 2011, 02:02:33 am
Heya, by the way is the ticalc.org version that got added today the same as the latest one you posted here? Just curious since I tried that one.
Title: Re: Graviter - Axe
Post by: leafy on June 27, 2011, 02:12:22 am
No, that was the demo that made the news ^^ I was just testing the ticalc uploading in preparation for Tag.
Title: Re: Graviter - Axe
Post by: DJ Omnimaga on June 27, 2011, 03:38:44 am
Ah ok. Are you planning to upload both when finished on Omni archives too?
Title: Re: Graviter - Axe
Post by: leafy on July 17, 2011, 12:43:44 am
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 ^^
Title: Re: Graviter - Axe
Post by: ralphdspam on July 17, 2011, 01:06:15 am
\o/ Yay!  I'm glad this project isn't dead!
Title: Re: Graviter - Axe
Post by: ztrumpet on July 17, 2011, 02:40:32 pm
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
Title: Re: Graviter - Axe
Post by: annoyingcalc on July 18, 2011, 08:58:16 am
I agree can we have a demo I at least want one with the title screen :D            O0
Title: Re: Graviter - Axe
Post by: leafy on July 21, 2011, 02:56:46 pm
(http://img.removedfromgame.com/imgs/gravmenu.png)
Awesome, a new menu. I got sick of the old one, it was kinda boring.
Title: Re: Graviter
Post by: ZippyDee on July 21, 2011, 04:10:50 pm
I LIKE IT.
Title: Re: Graviter
Post by: ztrumpet on July 21, 2011, 06:29:18 pm
Wow.  How do you make such amazing menus?
Title: Re: Graviter
Post by: Munchor on July 24, 2011, 10:28:00 am
Wow.  How do you make such amazing menus?

Indeed, it's really good.

What if the arrow as pointing both ways though?
Title: Re: Graviter
Post by: annoyingcalc on July 25, 2011, 10:56:16 pm
I know make a tutorial for those
Title: Re: Graviter
Post by: Darl181 on July 25, 2011, 11:02:21 pm
Hmm, I like the font but the G looks a bit weird..

Is this one grayscale too?
Nvm, around the options and in the image there's some gray
Title: Re: Graviter
Post by: mrmprog on July 26, 2011, 01:39:13 am
I like it! It looks very dangerous...
Title: Re: Graviter - Axe
Post by: Deep Toaster on July 30, 2011, 05:11:47 pm
(http://img.removedfromgame.com/imgs/gravmenu.png)
Awesome, a new menu. I got sick of the old one, it was kinda boring.
WOW
I liek!
Title: Re: Graviter
Post by: leafy on August 26, 2011, 03:23:48 pm
Being very disappointed with my previous designs, I made yet another title screen.

(http://img.removedfromgame.com/imgs/graviter.png)

I aimed for a cleaner, more futuristic design. Ideas for bottom left?
Title: Re: Graviter
Post by: Deep Toaster on August 26, 2011, 03:24:41 pm
That is an awesome logo. Appropriate, too.

Bottom left: stick guy walking around as a demo-ish thing?
Title: Re: Graviter
Post by: Darl181 on August 26, 2011, 07:27:09 pm
maybe have the bottom of the A keep going down, joining with another line or two to form a sort of arrow thing?
Title: Re: Graviter
Post by: DJ Omnimaga on August 26, 2011, 08:41:04 pm
Looks nice, although I also liked the other one too. :D

THis one seems to fit more, though.
Title: Re: Graviter
Post by: mrmprog on August 26, 2011, 08:46:32 pm
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.
Title: Re: Graviter
Post by: leafy on August 26, 2011, 11:21:37 pm
Thanks for the feedback, I'll try it out and see if it works. Also, I'm working on renovating the outdated Graviter engine with the (relatively) new one from Tag, allowing for cool stuff such as more than 1px/frame motion, variable height/width doors, and more! Stay tuned ^^
Title: Re: Graviter
Post by: leafy on August 28, 2011, 10:01:07 pm
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
Title: Re: Graviter
Post by: LincolnB on August 28, 2011, 10:15:04 pm
still the same size tho, right? you're not going to go and change the graphics to some radical 8*8 smooth scrolling deal?
Title: Re: Graviter
Post by: leafy on August 28, 2011, 10:17:00 pm
I'm kinda debating with myself. If I make it scrolling it'll definetely not be able to have all those cool physics features, but the graphics will be more awesome. On the other hand, better gameplay. So I think I'll keep it the same size, but mash up some of the graphics.
Title: Re: Graviter
Post by: Deep Toaster on August 29, 2011, 09:57:32 am
From what I've seen of your graphics work, I can only imagine the new sprites being awesome. Good luck!
Title: Re: Graviter
Post by: leafy on August 29, 2011, 11:23:44 pm
Alright. So stuff I've got on the line:

1) New sprites.
2) A new gravity mode?
3) More gameplay elements (cannons, magnets, etc.)
4) Option to set level type (b on w, w on b, b on w wireframe, w on b wireframe, etc.)
Title: Re: Graviter
Post by: Darl181 on August 30, 2011, 12:53:30 am
Maybe a low gravity mode, or some way to "slow down time"?
Title: Re: Graviter
Post by: leafy on August 30, 2011, 01:22:45 am
I have a zero gravity mode planned, where you use a jet pack to push yourself around.
Title: Re: Graviter
Post by: LincolnB on August 30, 2011, 07:09:25 pm
I have a zero gravity mode planned, where you use a jet pack to push yourself around.

That's pretty awesome...about the graphics change, you might want to consider having some of the levels more suited to it having 8*8 graphics, and others with 4*4.
Title: Re: Graviter
Post by: annoyingcalc on August 30, 2011, 07:12:18 pm
nice
Title: Re: Graviter
Post by: DJ Omnimaga on August 30, 2011, 11:43:35 pm
Sounds interesting leaf, hope it works out right.
Title: Re: Graviter
Post by: leafy on September 02, 2011, 12:27:27 am
Meet my new character sprite.

(http://img.removedfromgame.com/imgs/090111.gif)
Title: Re: Graviter
Post by: Eeems on September 02, 2011, 01:30:47 am
I love it
Title: Re: Graviter
Post by: Builderboy on September 02, 2011, 01:55:01 am
He's awesome!  O.O
Title: Re: Graviter
Post by: Wellen on September 02, 2011, 03:37:23 am
W.O.A.W.
Great !
Title: Re: Graviter
Post by: LincolnB on September 02, 2011, 03:04:22 pm
that looks amazing.
Title: Re: Graviter
Post by: yunhua98 on September 02, 2011, 04:32:58 pm
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.  :)
Title: Re: Graviter
Post by: leafy on September 02, 2011, 11:32:03 pm
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.
Title: Re: Graviter
Post by: leafy on September 03, 2011, 10:47:10 pm
A screenshot?

(http://img.removedfromgame.com/imgs/090311.gif)

And...a demo? Surely not, it's been more than a decade since the last one!~

Controls:
Arrow keys to move
2nd to jump
Alpha to swap gravity
Mode to pick up and drop crates.
Title: Re: Graviter
Post by: NanoWar on September 04, 2011, 06:57:14 am
Really good. How does it look when you invert colors?
Title: Re: Graviter
Post by: leafy on September 05, 2011, 07:24:53 pm
So I rewrote bits of Zedd to suit my own needs, and stuck the entire module in Graviter, and it performs stunningly well. I'm also going to try to cannibalize the explosion code from Demolition to create vortices, which work exactly the opposite way as explosives.
Title: Re: Graviter
Post by: Eeems on September 05, 2011, 07:27:52 pm
I can't wait!
Title: Re: Graviter
Post by: Builderboy on September 05, 2011, 08:14:37 pm
Yay Zedd is being used in a project :D I can't wait to see everything come together!  Also those vortexes sound awesome O.O
Title: Re: Graviter
Post by: leafy on September 05, 2011, 09:06:03 pm
Random fail while learning how to use zedd:

Fail newton's cradle:
(http://img.removedfromgame.com/imgs/ncradle.gif)
Title: Re: Graviter
Post by: Builderboy on September 05, 2011, 09:45:56 pm
Lol did you actually ever get that to work?  It seems to be kinda working XD
Title: Re: Graviter
Post by: DJ Omnimaga on September 05, 2011, 11:02:22 pm
I love the character sprite and the trail it leaves behind himself when moving. O.O
Title: Re: Graviter
Post by: ztrumpet on September 06, 2011, 09:56:15 pm
This looks awesome.  I can't wait to try the demo.  Who knows how long I've played the last one. :D

Also, good luck with all the new features.  It sounds like a daunting task. ;)
Title: Re: Graviter
Post by: leafy on September 14, 2011, 07:12:41 pm
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.

(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.
Title: Re: Graviter
Post by: Builderboy on September 14, 2011, 07:15:13 pm
Awesome!  I'm so glad Zedd integrated so seamlessly with your game :D And it seems to work excellently!  Awesome Screenie!  Can't wait to see what else you pull of with Zedd :]
Title: Re: Graviter
Post by: ztrumpet on September 14, 2011, 07:20:03 pm
This is awesome!  I can't wait for a full Graviter release; It'll be POTY worthy, I'm sure.
Title: Re: Graviter
Post by: LincolnB on September 14, 2011, 11:26:16 pm
I am way excited for this to be finished
Title: Re: Graviter
Post by: Eeems on September 15, 2011, 12:55:08 am
Is it just me, or do the physics with zedd seem a little smoother then the older engine? :P
Title: Re: Graviter
Post by: Builderboy on September 15, 2011, 01:45:30 am
Probably what you are noticing is the subtle differences between the way the two engines handle motion.  Zedd has the subtle things like that small bounce when you fall onto the ground instead of stopping completely; that small time of acceleration to move instead of moving instantly. 
Title: Re: Graviter
Post by: Eeems on September 15, 2011, 02:37:02 am
That is exactly it!
Title: Re: Graviter
Post by: LincolnB on September 15, 2011, 09:42:48 am
Leafiness, how did you get the main character's tail/trail thing working?
Title: Re: Graviter
Post by: JustCause on September 15, 2011, 12:18:54 pm
This is now the coolest thing in the history of mankind.
Title: Re: Graviter
Post by: Yeong on September 15, 2011, 12:22:18 pm
It looks like really awesome physics game :D
Title: Re: Graviter
Post by: leafy on September 16, 2011, 07:10:26 pm
Playing around with that rope fysics library:

(http://img.removedfromgame.com/imgs/091611.gif)
Title: Re: Graviter
Post by: Builderboy on September 16, 2011, 07:18:14 pm
Dayum that sexy!  This is going to be an astounding game when it comes out! O.O

EDIT: The new friction library should help out a bit here as well, cause you wont be sliding all over the place :P
Title: Re: Graviter
Post by: Eeems on September 16, 2011, 07:23:09 pm
wow that is looking epic, I can't wait to be able to play this!
Title: Re: Graviter
Post by: ztrumpet on September 16, 2011, 09:14:22 pm
That is insane! O.O  I can't wait to try this with the ropes. :D
Title: Re: Graviter
Post by: Hayleia on September 17, 2011, 10:19:00 am
...
o.o
O.O
(  ).(  )
:w00t:
nothing said but enough said :P
Title: Re: Graviter
Post by: leafy on September 21, 2011, 07:14:34 pm
Awright! I got the new Zedd engine implemented, but there are some quirks I need to iron out, and then moar updates! ^^
Title: Re: Graviter
Post by: leafy on September 23, 2011, 03:10:54 am
Okay. The zedd engine 2 is now fully implemented, but im still waiting on builder to fix some friction issues. That being said, ive decided that ill try to release this, or at least a very playable demo, in time for the zcontest. That doesnt mean ill be sacrificing quality, however, so stay tuned!
Title: Re: Graviter
Post by: Wellen on September 23, 2011, 05:01:19 am
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
Title: Re: Graviter
Post by: leafy on September 24, 2011, 01:46:37 am
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

It's not over till it's over! I don't even know if I'll be able to finish because I have a load of work junior year >> So keep working on your entry!
Title: Re: Graviter
Post by: Wellen on September 24, 2011, 05:02:27 am
So keep working on your entry!

No worries, I didn't stopped to
:D
Title: Re: Graviter
Post by: Stefan Bauwens on September 24, 2011, 12:48:49 pm
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.

(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.
What happened to the portal sprite?
Title: Re: Graviter
Post by: Darl181 on September 24, 2011, 01:04:35 pm
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?
Title: Re: Graviter
Post by: leafy on September 24, 2011, 06:24:42 pm
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.

(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.
What happened to the portal sprite?

I decided to switch out sprites to give the game a cleaner and higher-tech feel for the plot I have in mind ^^


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?

Done ^^
Title: Re: Graviter
Post by: leafy on September 24, 2011, 06:52:16 pm
New screenshot with a random very old level and random very new title.

(http://img.removedfromgame.com/imgs/092511.gif)
Title: Re: Graviter
Post by: Builderboy on September 24, 2011, 07:23:04 pm
You really are putting that rope lib to good use O.O It looks epic!  I especially like the new title screen :3
Title: Re: Graviter
Post by: boot2490 on September 24, 2011, 07:24:28 pm
That looks fucking amazing.
Title: Re: Graviter
Post by: ztrumpet on September 24, 2011, 09:18:38 pm
 O.O

I watched this, and this is seriously what I just said:
"What? <pause>  What?  <pause>  What?  <pause>  Oh my.  <pause>  What?"

I'm speechless.  Awesome job, man.
Title: Re: Graviter
Post by: mrmprog on September 24, 2011, 09:21:26 pm
Wow! Rope physics add so much to this game!
Title: Re: Graviter
Post by: ztrumpet on September 24, 2011, 10:53:12 pm
Well, I watched the screenie again, and this time I said "unbelievably tight."

Can you please post a screenie of another level?!  I'd love to see another mind-blowing screenie of awesomeness. :D
Title: Re: Graviter
Post by: leafy on September 25, 2011, 02:49:30 am
Still reeling from that last shock? Here's an infinetely more mind-blowing screenie:

(http://img.removedfromgame.com/imgs/092411.gif)

^^
Title: Re: Graviter
Post by: Eeems on September 25, 2011, 02:57:26 am
I think I'm in love with this game
Title: Re: Graviter
Post by: ztrumpet on September 25, 2011, 09:41:43 am
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
Title: Re: Graviter
Post by: Deep Toaster on September 25, 2011, 10:52:38 am
And this is all an original game... Brilliant. Absolutely brilliant.
Title: Re: Graviter
Post by: leafy on September 25, 2011, 11:53:39 am
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

In the works. I've made sure everything is based off data so this would be easier. My biggest challenge is probably learning how to make dynamic appvar names.
Title: Re: Graviter
Post by: LincolnB on September 25, 2011, 12:38:34 pm
Epic. Absolutely Epic.

Dynamic Appvar names shouldn't be hard. All you need is a custom input function (unless the newer Axe Input thingy is better. The one I used in .5.3 kinda sucked.)
Title: Re: Graviter
Post by: leafy on September 25, 2011, 04:04:58 pm
What do you mean by custom input function?
Title: Re: Graviter
Post by: Darl181 on September 25, 2011, 04:12:07 pm
Hm what do you mean by "dynamic" appvar names?  Do you mean having the program edit the string to reference a different appvar or having the user input the name?
Title: Re: Graviter
Post by: Spyro543 on September 25, 2011, 04:16:25 pm
Why is it white on black? It should be black on white (works better).
Title: Re: Graviter
Post by: mrmprog on September 25, 2011, 05:02:50 pm
Wow, that screenie looks epic! /me wants demo!
Title: Re: Graviter
Post by: ztrumpet on September 25, 2011, 05:58:39 pm
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
Title: Re: Graviter
Post by: LincolnB on September 25, 2011, 06:28:12 pm
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.
Title: Re: Graviter
Post by: ztrumpet on September 25, 2011, 06:32:56 pm
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.
Title: Re: Graviter
Post by: Deep Toaster on September 25, 2011, 08:18:26 pm
Wow, that screenie looks epic! /me wants demo!
But then he wouldn't be able to submit it to zContest.

On the other hand, that might be better for everyone else participating. It really is epic.
Title: Re: Graviter
Post by: mrmprog on September 25, 2011, 09:30:33 pm
 :o I didn't know this was being entered in that contest. In that case, good luck!
Title: Re: Graviter
Post by: yunhua98 on September 25, 2011, 09:52:09 pm
Wow, this is the best physics game ever made.

This is a HUGE POTY contender.

(http://www.omnimaga.org/index.php?action=dlattach;topic=5942.0;attach=5337;image)
(http://img.removedfromgame.com/imgs/092411.gif)

The difference is shocking.

on a side note, what happened to the particle explosions?  :o
Title: Re: Graviter
Post by: Deep Toaster on September 25, 2011, 10:01:38 pm
Now that you put them together... I still remember being awed by that first version lol
Title: Re: Graviter
Post by: leafy on September 26, 2011, 12:13:37 am
Well...the player sprite is still a box xD Yes, it's been a long, long while since last winter.

I tried to make it black on white but it didn't look as nice. I can easily change it whenever I want since I'm using DrawInv.

Also, I believe I am allowed to release demos during the zContest duration, under the rule that says you can post your entry whenever.
Title: Re: Graviter
Post by: Deep Toaster on September 26, 2011, 12:37:02 am
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.
Title: Re: Graviter
Post by: TIfanx1999 on September 26, 2011, 04:12:34 pm
Wow, this has evolved quite nicely since I last saw it. Keep up the great work! ^^ It's also great to see Zedd getting some use. :D
Title: Re: Graviter
Post by: boot2490 on September 26, 2011, 08:15:10 pm
Will this work on and 83+?
Title: Re: Graviter
Post by: Deep Toaster on September 26, 2011, 08:23:18 pm
I really hope so O.O
Title: Re: Graviter
Post by: leafy on September 26, 2011, 09:22:32 pm
Will this work on and 83+?
/me coughs embarassedly

Let's put it this way - it'll "work." D:
Title: Re: Graviter
Post by: leafy on September 29, 2011, 01:51:39 am
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.
Title: Re: Graviter
Post by: Builderboy on September 29, 2011, 02:07:01 am
This is so much fun!!  I see a possible issue if an object is teleported onto another object though D:
Title: Re: Graviter
Post by: aeTIos on September 29, 2011, 02:59:11 am
OOOOOOOOH Shiny!!!!  *.* *.* *.* *.*
Title: Re: Graviter
Post by: ztrumpet on September 29, 2011, 07:15:52 am
 *.*  Wow.  Portals?!  Demo?!  Yea!
This is awesome, leafy.
Title: Re: Graviter
Post by: contra-sh on September 29, 2011, 08:00:43 am
This game is really fantastic !!! :love:

Quote
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.

There's no problem for projects started before the zcontest (even with published demos and screenies before the zcontest!).
The only thing is that the project should not be finished/released before zcontest.  ::)

Keep the good work leafiness0 !
Title: Re: Graviter
Post by: Deep Toaster on September 29, 2011, 09:17:35 am
Wait, more awesome? O.O
Title: Re: Graviter
Post by: LincolnB on September 29, 2011, 10:42:05 am
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.

drool...too awesome...

And if the final product of Graviter has any less than one hundred levels I will be disappointed. :)
/me crosses his fingers
Title: Re: Graviter
Post by: Darl181 on September 29, 2011, 02:43:12 pm
O.O

About the demo..is there only one level, then?  The level in there is different than the screenie..
Title: Re: Graviter
Post by: boot2490 on September 29, 2011, 07:29:16 pm
Holy shit... IS THAT THE AMORPHOUS BLOB????
Title: Re: Graviter
Post by: leafy on September 29, 2011, 09:40:51 pm
That is indeed the amorphous blob ^^ thanks everyone for helping me out!
Title: Re: Graviter
Post by: Deep Toaster on September 29, 2011, 09:49:34 pm
I'm picturing a morphing blob for a portal in my mind right now. It looks awesome. Graviter probably has the best graphics of any game I've ever seen.
Title: Re: Graviter
Post by: LincolnB on September 30, 2011, 07:08:39 pm
Second^

Just out of curiousity, is this 5*5 or 4*4?
Title: Re: Graviter
Post by: Deep Toaster on September 30, 2011, 07:11:50 pm
8x8
Title: Re: Graviter
Post by: yunhua98 on September 30, 2011, 07:31:22 pm
you mean 5x5, right?
Title: Re: Graviter
Post by: Deep Toaster on September 30, 2011, 07:38:36 pm
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.
Title: Re: Graviter
Post by: boot2490 on October 01, 2011, 05:11:02 pm
Hey how is my blob sprite? I can make a better one. In fact I think I will...
Title: Re: Graviter
Post by: LincolnB on October 01, 2011, 06:18:15 pm
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.

Yeah, that's what I was asking, what the tile size was.
Title: Re: Graviter
Post by: leafy on October 03, 2011, 01:11:18 pm
Sure, if you feel up to it ^^
Title: Re: Graviter
Post by: leafy on October 03, 2011, 07:28:18 pm
(http://img.removedfromgame.com/imgs/100311.gif)

A trial exit animation. Still not certain yet.
Title: Re: Graviter
Post by: ztrumpet on October 03, 2011, 07:30:12 pm
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.
Title: Re: Graviter
Post by: Deep Toaster on October 03, 2011, 07:31:18 pm
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.
Title: Re: Graviter
Post by: Michael_Lee on October 03, 2011, 07:47:45 pm
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.

Third-ed.  You don't even have to add more rays -- perhaps just spread the existing ones around more equally.

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.

This game gets more awesome with each update -- I can't wait to play the full release :)

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?
Title: Re: Graviter
Post by: ztrumpet on October 03, 2011, 07:49:50 pm
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. :)
Title: Re: Graviter
Post by: boot2490 on October 03, 2011, 08:28:15 pm
Whose blob did you use? I can make a better one either way. I had a better idea on how to do it.
Title: Re: Graviter
Post by: Eeems on October 03, 2011, 08:58:10 pm
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.
Title: Re: Graviter
Post by: Deep Toaster on October 03, 2011, 10:54:59 pm
leafiness0 is magic.
Title: Re: Graviter
Post by: DJ Omnimaga on October 05, 2011, 03:27:55 pm
Darn this is epic leafy and now you even got portals. It will be like Portal but on steroids.
Title: Re: Graviter
Post by: squidgetx on October 05, 2011, 03:43:15 pm
Lol portal on steroids.

I agree with Michael_Lee on the portals being geometric. Everything else especially the ray animation looks epic :O
Title: Re: Graviter
Post by: Hayleia on October 06, 2011, 12:05:35 pm
/me 's eyes burn for having been looking at the screenshot for too long :P

Awsum.

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.
This is just an idea, note that I don't tell you how to make your game.

If I made grammar fails that cause you to not understand, feel free to tell me that my English is bad :P
Title: Re: Graviter
Post by: boot2490 on October 06, 2011, 09:29:28 pm
English your good.
Title: Re: Graviter
Post by: leafy on October 08, 2011, 01:13:40 am
Okay, I tried something but it didn't look too good due to Axe's lack of clipped lines:

(http://img.removedfromgame.com/imgs/100711.gif)

Quote from: Hayleia
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.
This is just an idea, note that I don't tell you how to make your game.
I was thinking of doing the same exact thing ^^ Great minds think alike (or not great minds xD)
Title: Re: Graviter
Post by: Eeems on October 08, 2011, 01:15:40 am
Okay, I tried something but it didn't look too good due to Axe's lack of clipped lines:

(http://img.removedfromgame.com/imgs/100711.gif)
still looks amazing
Title: Re: Graviter
Post by: Darl181 on October 08, 2011, 01:27:46 am
*.*
Would that lead to a splashscreen or something?
Title: Re: Graviter
Post by: ztrumpet on October 08, 2011, 09:14:37 am
That looks awesome just as is.  I really like it! :D
Title: Re: Graviter
Post by: Wellen on October 08, 2011, 09:20:54 am
 *.*
Woa.

Would this be possible to enlarge the squares, so that it looks finally like we really go trough a tunnel ? Just a suggestion

Tell me if you didn't unserstand my bad english ^^
Title: Re: Graviter
Post by: mrmprog on October 08, 2011, 11:19:21 am
That is awesome. The squares should be a little bigger though. The release is going to be amazing!
Title: Re: Graviter
Post by: aeTIos on October 08, 2011, 11:34:34 am
I WANT IIIIT!!! IT IS S@@@@@@ ASEWOME!!!
Title: Re: Graviter
Post by: Deep Toaster on October 08, 2011, 12:57:32 pm
Okay, I tried something but it didn't look too good due to Axe's lack of clipped lines:

(http://img.removedfromgame.com/imgs/100711.gif)
still looks amazing
Agreed. Though I guess it would look awesomer if it could be full-screen.
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.
Title: Re: Graviter
Post by: aeTIos on October 08, 2011, 04:35:32 pm
it looks okay.
Title: Re: Graviter
Post by: boot2490 on October 08, 2011, 10:22:40 pm
What is that animation?
Title: Re: Graviter
Post by: LincolnB on October 09, 2011, 02:30:29 pm
That is truly fantastic.
Title: Re: Graviter
Post by: boot2490 on October 09, 2011, 07:52:29 pm
What is the animation for?
Title: Re: Graviter
Post by: LincolnB on October 09, 2011, 08:56:40 pm
No clue, but I like it.
Title: Re: Graviter
Post by: annoyingcalc on October 09, 2011, 10:55:03 pm
Ill make it for truvid and btw 700 post :w00t:
Title: Re: Graviter
Post by: mrmprog on October 09, 2011, 10:55:54 pm
What is the animation for?
I think it is part of the opening...?
Title: Re: Graviter
Post by: Scipi on October 10, 2011, 08:59:22 am
I personally think it's the transition between levels.
Title: Re: Graviter
Post by: Sorunome on October 10, 2011, 10:39:33 am
Anyway, It looks cool! :D
Title: Re: Graviter
Post by: aeTIos on October 11, 2011, 04:19:33 am
indeed. dont ask questions if something looks cool. (jk ofcourse)
Title: Re: Graviter
Post by: Deep Toaster on October 11, 2011, 09:40:07 am
I think that would look awesome as an intro. But then wherever you put it, it'll look awesome.
Title: Re: Graviter
Post by: aeTIos on October 11, 2011, 09:44:19 am
but if its an intro, you could try to clip the lines yourself.
Title: Re: Graviter
Post by: LincolnB on October 11, 2011, 10:32:20 am
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.
Title: Re: Graviter
Post by: aeTIos on October 11, 2011, 10:34:56 am
hm, you are inventive. can you draw lines on other buffers, then?
Title: Re: Graviter
Post by: LincolnB on October 11, 2011, 10:44:42 am
Yeah, the latest versions of Axe have full buffer support for everything except Circle.

Also, about what I said earlier:

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.

I really think that would work, now that I think about it, because even if Axe did automatically clip the lines in the buffer (not L6) instead of drawing the full line to the RAM surrounding the buffer, an Axiom could be written, very easily, that doesn't do that.
Title: Re: Graviter
Post by: Deep Toaster on October 11, 2011, 03:46:55 pm
That sounds like it could work :D

Unfortunately that would involve another thousand or so bytes, just for an animation :/
Title: Re: Graviter
Post by: ztrumpet on October 11, 2011, 05:38:06 pm
He could use that memory at $8000.  I believe that area's big enough for a 96*96 buffer, and perhaps a little bigger.  Just ask before using it - there's a little more information about that area you need to know before destroying it (mostly just adding three bytes of Asm to your program, but still).
Title: Re: Graviter
Post by: leafy on October 11, 2011, 11:44:06 pm
Buttons were never meant just for opening doors ^^

(http://img.removedfromgame.com/imgs/101111.gif)
Title: Re: Graviter
Post by: DJ Omnimaga on October 11, 2011, 11:48:39 pm
Woah this is friggin epic! How do you do that? O.O So many people had troubles handling moving platforms before. Good job!
Title: Re: Graviter
Post by: Darl181 on October 12, 2011, 12:07:22 am
"insert (1) coin"
Win.

What happens if you hit the track?  Are you "electrocuted" or something?
Title: Re: Graviter
Post by: NecroBumpist on October 12, 2011, 12:17:30 am
Buttons were never meant just for opening doors ^^

(http://img.removedfromgame.com/imgs/101111.gif)


That effect after entering the portal.
Epic.
Title: Re: Graviter
Post by: Builderboy on October 12, 2011, 01:38:28 am
Yayyy you implemented buttons doors and moving platforms :D It looks epic!   :w00t:
Title: Re: Graviter
Post by: ralphdspam on October 12, 2011, 02:11:39 am
Wow, the graphics look great and the animations look so smooth!  :D
Title: Re: Graviter
Post by: ztrumpet on October 12, 2011, 07:23:16 am
This looks soooo good.  Excellent job, leafy.  Wow.
Title: Re: Graviter
Post by: aeTIos on October 12, 2011, 07:54:20 am
upic!
btw, how to code the buttons????
Title: Re: Graviter
Post by: Sorunome on October 12, 2011, 08:00:30 am
That is just so awesome! I can't wait to play that on my calc!
Title: Re: Graviter
Post by: Chockosta on October 12, 2011, 08:04:39 am
Just awesome.
Do you have a planned date for a playable release ?
Title: Re: Graviter
Post by: Stefan Bauwens on October 12, 2011, 08:39:19 am
Buttons were never meant just for opening doors ^^

(http://img.removedfromgame.com/imgs/101111.gif)

EPIC.
Title: Re: Graviter
Post by: boot2490 on October 12, 2011, 04:32:23 pm
Awesome. BTW, whose blob is that?
Title: Re: Graviter
Post by: parserp on October 12, 2011, 04:33:41 pm
Buttons were never meant just for opening doors ^^

(http://img.removedfromgame.com/imgs/101111.gif)

EPIC.
O.O
O.O
O.O
way. frekin. awesome.
Title: Re: Graviter
Post by: squidgetx on October 12, 2011, 04:34:54 pm
Woah this is friggin epic! How do you do that? O.O So many people had troubles handling moving platforms before. Good job!

Zedd. :D
Title: Re: Graviter
Post by: Builderboy on October 12, 2011, 06:25:18 pm
Indeed, Zedd makes moving platforms significantly easier than normal ^^
Title: Re: Graviter
Post by: shmibs on October 12, 2011, 07:48:01 pm
do want =)

this is fantastic
Title: Re: Graviter
Post by: Deep Toaster on October 12, 2011, 11:05:44 pm
Wow. You are a frickin' genius in game design. Those subtle effects (like the flashing conveyor belt) are brilliant.
Title: Re: Graviter
Post by: Hayleia on October 13, 2011, 01:05:04 am
"insert 1 coin"
Not to give bad ideas but you know what ? I'll even pay to have that game on my calc.
:thumbsup:

Also, do you plan on adding enemies like in the old Graviter ?
Title: Re: Graviter
Post by: Stefan Bauwens on October 13, 2011, 04:05:44 am
"insert 1 coin"
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 ?
Leafiness said I was in charge of selling. It's 50 bucks.
Title: Re: Graviter
Post by: aeTIos on October 13, 2011, 04:09:48 am
hum, hum. I really should read the readme of Zedd.
Title: Re: Graviter
Post by: Deep Toaster on October 13, 2011, 09:39:05 am
"insert 1 coin"
Not to give bad ideas but you know what ? I'll even pay to have that game on my calc.
:thumbsup:
I think we all would ;D
Title: Re: Graviter
Post by: aeTIos on October 13, 2011, 09:40:20 am
i would just try to copy it ;D
Spoiler For Spoiler:
and fail
Title: Re: Graviter
Post by: Yeong on October 13, 2011, 10:20:10 am
*cough cough*ActionScript*cough cough*
Title: Re: Graviter
Post by: boot2490 on October 13, 2011, 02:53:44 pm
I would never, ever pay money for this.
BUT IT IS AWESOME!!! (http://boot2490.weebly.com/files/theme/lolface.gif)
Title: Re: Graviter
Post by: leafy on October 15, 2011, 05:34:38 pm
Boredom compelled me. I think this would make a cool background for the title screen, though ^^

(http://img.removedfromgame.com/imgs/101511.gif)
Title: Re: Graviter
Post by: mrmprog on October 15, 2011, 05:37:47 pm
 :o :o :o
How did you do that?!
Title: Re: Graviter
Post by: iamcool on October 15, 2011, 06:21:01 pm
This will be a very cool game.
I have to download it!
Title: Re: Graviter
Post by: Darl181 on October 15, 2011, 06:23:22 pm
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)
Title: Re: Graviter
Post by: alberthrocks on October 15, 2011, 06:35:55 pm
I like it! :D However, I still like to keep that text flickering effect (light sign?) for the title screen... maybe both? :D
Title: Re: Graviter
Post by: mrmprog on October 15, 2011, 06:36:43 pm
Welcome to the forums iamcool, you should introduce yourself!  http://www.omnimaga.org/index.php?board=10.0
Title: Re: Graviter
Post by: Deep Toaster on October 16, 2011, 10:47:00 pm
Stop putting so much cool stuff into Graviter D:

But seriously, that's a great effect. How does it look behind the title? I think your title looked nice the way it was, minimalist and such, but I wouldn't know.
Title: Re: Graviter
Post by: leafy on October 18, 2011, 06:46:42 pm
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)

This is all the particles L1 can hold (85). It still goes pretty darn fast ^^
Title: Re: Graviter
Post by: C0deH4cker on October 18, 2011, 07:21:07 pm
looks cool. i love innovative puzzle games.
Title: Re: Graviter
Post by: LincolnB on October 19, 2011, 09:50:31 am
Is there an element of random, or does it loop the same sequence over and over? Looks fantastic, btw.
Title: Re: Graviter
Post by: leafy on October 21, 2011, 07:16:53 pm
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 ^^
Title: Re: Graviter
Post by: LincolnB on October 21, 2011, 08:07:20 pm
That's pretty epic.

I hope your going to post your source code after this is finished?
Title: Re: Graviter
Post by: Freyaday on October 21, 2011, 08:10:22 pm
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
Title: Re: Graviter
Post by: C0deH4cker on October 21, 2011, 09:54:15 pm
Agreed. It adds a cool effect IMHO. That way, Its not just a circle, but a system that is random.
Title: Re: Graviter
Post by: leafy on November 08, 2011, 02:10:58 am
So some of you may have been wondering what I've been up to this time. It's got to be something of massively epic proportions, you thought. And today, I wasted approximately 12 minutes figuring out the Copy( command and making this awesome menu setup.

(http://img.removedfromgame.com/imgs/110711.gif)
Title: Re: Graviter
Post by: Builderboy on November 08, 2011, 02:27:30 am
Whoah O.O That looks amazing!  I did like the way the Graviter logo flickered in before tho D: Maybe have it flicker in for start and then do the bouncy thing from then on?  Because that use of copy is amazing! :D
Title: Re: Graviter
Post by: aeTIos on November 08, 2011, 06:36:19 am
Aww, I dont like the menu when starting.... I liked it more when it appears flickering. Looks moar awesome.
Title: Re: Graviter
Post by: JustCause on November 08, 2011, 09:05:40 am
UNPOPULAR OPINIONS TIME! I love the new menu screen. ^^
Title: Re: Graviter
Post by: zeldaking on November 08, 2011, 09:09:19 am
Agreed with JC, It is pretty cool, also the way the screen moves up after pausing is very awesome.
Title: Re: Graviter
Post by: Yeong on November 08, 2011, 09:19:36 am
so do I :D
Title: Re: Graviter
Post by: zeldaking on November 08, 2011, 09:22:05 am
One flaw, I think that blob of spinning material, it looks a little odd shaped to me. Sorry
Title: Re: Graviter
Post by: Deep Toaster on November 08, 2011, 09:23:42 am
That is (again) amazing O.O I personally like it better than the flicker. It's so smooth and bouncy!
Title: Re: Graviter
Post by: Yeong on November 08, 2011, 09:25:32 am
smooth and bouncy?! >:D/me runs
Title: Re: Graviter
Post by: LincolnB on November 08, 2011, 09:40:00 am
I like it, a lot. This really raises the bar for game programmers, graphics-wise

EDIT: Question: which version of Zedd does this use?
Title: Re: Graviter
Post by: Freyaday on November 08, 2011, 11:54:42 am
great. Now I have to make a pretty menu for nymless.
Title: Re: Graviter
Post by: C0deH4cker on November 08, 2011, 03:22:16 pm
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.
Title: Re: Graviter
Post by: ztrumpet on November 08, 2011, 03:31:50 pm
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 like the new menu selections!  In my opinion they are better than the old.
Title: Re: Graviter
Post by: C0deH4cker on November 08, 2011, 03:41:58 pm
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.
Title: Re: Graviter
Post by: leafy on November 09, 2011, 10:25:18 pm
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.

Old stuff bro! ^^

Anyways, I was playing with some particle effects with the fizzler grids. Check it out!

(http://img.removedfromgame.com/imgs/110911.gif)
Title: Re: Graviter
Post by: parserp on November 09, 2011, 10:26:18 pm
O.O
that looks REALLY nice :D
Title: Re: Graviter
Post by: ztrumpet on November 09, 2011, 10:38:19 pm
That looks incredible.  Wow.  Wow.
Title: Re: Graviter
Post by: Freyaday on November 09, 2011, 11:03:57 pm
O.O/me feels really lame now.
Title: Re: Graviter
Post by: Stefan Bauwens on November 10, 2011, 06:58:51 am
It looks wonderfull, but why do the blocks dissapear?
Title: Re: Graviter
Post by: Eeems on November 10, 2011, 09:33:02 am
Looking epic as always :)
Title: Re: Graviter
Post by: Darl181 on November 10, 2011, 10:36:03 am
It looks wonderfull, but why do the blocks dissapear?
It looks like they're "sizzling away" (or something :P) after they cross the lines.
Title: Re: Graviter
Post by: Sorunome on November 10, 2011, 01:41:45 pm
That is just FAR to awesome!!!!!!!!!
Title: Re: Graviter
Post by: LincolnB on November 10, 2011, 05:09:11 pm
ZEDD FTW! Zedd is the frikkin shiz!
Title: Re: Graviter
Post by: C0deH4cker on November 10, 2011, 08:18:11 pm
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)
Title: Re: Graviter
Post by: leafy on November 11, 2011, 02:31:59 am
ZEDD FTW! Zedd is the frikkin shiz!

Totally agreed ^^

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)

Awesome bugtesting! I'll hook you up with my latest build so you can do some more >:D
Title: Re: Graviter
Post by: LincolnB on November 11, 2011, 05:01:41 pm
Question: how do you do spikes with Zedd?
Title: Re: Graviter
Post by: leafy on November 11, 2011, 05:03:27 pm
Could you refine your question? Do you mean taking up only half the tile while colliding with spikes, or dying and resetting the map, or what?
Title: Re: Graviter
Post by: LincolnB on November 11, 2011, 06:49:20 pm
Well, I have a spike tile implemented (solid ground is 1, spikes are 2), and right now it's just registering the spikes the same way as solid ground. I'd like to make it so the spikes kill you when you touch them.
Title: Re: Graviter
Post by: leafy on November 11, 2011, 07:14:11 pm
The easiest and quickest way to do this is to check the very center of your character and which tile it's in, and make the spike an "empty" tile.
Title: Re: Graviter
Post by: LincolnB on November 11, 2011, 08:10:09 pm
oh, so the spike isn't actually a tile, it's just a zero in the tilemap?

And also, how do you do the graphical masking effects? I just have a 768 byte appvar in archive that I read from and copy to the buffer every frame, but that's really memory expensive.
Title: Re: Graviter
Post by: leafy on November 11, 2011, 08:18:57 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.
Title: Re: Graviter
Post by: DJ Omnimaga on November 11, 2011, 09:40:27 pm
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. <_<
Title: Re: Graviter
Post by: LincolnB 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 (http://ourl.ca/13953/261197;topicseen#newl), but I guess you're not doing that, nvm.
Title: Re: Graviter
Post by: leafy on November 12, 2011, 12:47:50 am
Like what stuff specifically? :P
Title: Re: Graviter
Post by: aeTIos 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. <_<
I hate asm vs axe debates
especially when on Cemetech (kerm = asm 1337)
Title: Re: Graviter
Post by: C0deH4cker 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.
Title: Re: Graviter
Post by: LincolnB 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.
Title: Re: Graviter
Post by: leafy 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.
Title: Re: Graviter
Post by: aeTIos on November 15, 2011, 10:01:10 pm
When are you releasing this (just curious ;))
Title: Re: Graviter
Post by: leafy 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.
Title: Re: Graviter
Post by: aeTIos on November 15, 2011, 10:28:22 pm
Summer. or. Fall?

Also nice @the demo!!! :w00t:
Title: Re: Graviter
Post by: C0deH4cker 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.
Title: Re: Graviter
Post by: LincolnB 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.
Title: Re: Graviter
Post by: leafy 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
Title: Re: Graviter
Post by: Builderboy 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
Title: Re: Graviter
Post by: LincolnB 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?)
Title: Re: Graviter
Post by: C0deH4cker 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.
Title: Re: Graviter
Post by: aeTIos on December 02, 2011, 11:55:55 am
You should reupload grabiter to tiforge, the download is broken. now I cant test and thus not judge.
Title: Re: Graviter
Post by: Stefan Bauwens on December 02, 2011, 01:20:02 pm
Maybe we should Pm Leafiness is case he won't see this?
Title: Re: Graviter
Post by: Chockosta on December 04, 2011, 01:08:48 pm
I'd like to try it, but I only have a TI-83 BE and the Nspire emultor won't run it. :(
Anyway, it is awesome.

EDIT : Nvm, I just used an emulator...
Title: Re: Graviter
Post by: aeTIos on December 05, 2011, 04:49:16 am
Issit back? \o/
Title: Re: Graviter
Post by: Stefan Bauwens on December 05, 2011, 04:52:04 am
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.
Title: Re: Graviter
Post by: LincolnB on December 10, 2011, 11:45:22 pm
MOAR LEVEL!
Title: Re: Graviter
Post by: annoyingcalc on December 10, 2011, 11:47:15 pm
Why does the title screen appear only sometimes and the wining the level animation not work anymore?
Title: Re: Graviter
Post by: Hayleia on December 11, 2011, 05:31:25 am
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.
Title: Re: Graviter
Post by: leafy on December 12, 2011, 02:10:15 am
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 :P
Title: Re: Graviter
Post by: aeTIos on December 12, 2011, 04:41:31 am
You forgot to remove something: If you press alpha, gravity swaps. Looks like not on purpose since the levels get too easy that way.
Title: Re: Graviter
Post by: Stefan Bauwens on December 12, 2011, 05:16:52 am
I believe that's the game aeTIos.
Title: Re: Graviter
Post by: aeTIos on December 12, 2011, 06:58:32 am
No, ThAt'S nOt It. do you have graviter on yer calc?
Title: Re: Graviter
Post by: Yeong on December 12, 2011, 07:41:45 am
I thought gravity should switch upon touching the arrows?
Title: Re: Graviter
Post by: Stefan Bauwens on December 12, 2011, 09:15:48 am
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.
Title: Re: Graviter
Post by: aeTIos on December 12, 2011, 09:29:00 am
That's true indeed. But it's not meant to swap manually in this version (since it gets super easy then and screenies not showing it too.
I thought gravity should switch upon touching the arrows?
Indeed.
Title: Re: Graviter
Post by: Stefan Bauwens on December 12, 2011, 10:11:01 am
Well I guess it's for bugtesting purposes then. :)
Nothing to worry about.
Title: Re: Graviter
Post by: leafy on December 12, 2011, 10:16:38 am
It's a cheat for bugtesting. If you had read the readme, you would have known >>
Title: Re: Graviter
Post by: Stefan Bauwens on December 12, 2011, 10:22:33 am
You'll have to add a password that can only be found when reading the entire readme. ;)
Title: Re: Graviter
Post by: aeTIos on December 12, 2011, 12:08:12 pm
It's a cheat for bugtesting. If you had read the readme, you would have known >>
<_<
Lol.
Title: Re: Graviter
Post by: C0deH4cker on December 23, 2011, 02:55:05 pm
How's this coming? Getting close to the release, or at least the next beta? I've noticed that the latest beta was only released on 11/09/11, so there has to have been some progress made since then, right?
Title: Re: Graviter
Post by: leafy on December 23, 2011, 03:32:08 pm
C0deH4cker I released a slightly optimized version for zcontest, but since then I haven't made much progress, sorry :/
Title: Re: Graviter
Post by: C0deH4cker on December 23, 2011, 04:23:54 pm
That's alright. Just kind of hard to know that such a good game is in the works out there but all i have is the 5 levels to play around with...

On a side note, i managed to get the source to compile, but i didnt have the Fullrene axiom on my calc, so i just deleted the Fcdf() commands and used zStart's option to execute code over 8811 bytes. Also, a program wasnt found, but I dont remember which one it was, so all i did was delete the prgmMISSING command from the source. It compiled, but there was no level ending vortex. I believe that the program was ZEND... oh well, keep up the good work!
Title: Re: Graviter
Post by: C0deH4cker on March 03, 2012, 08:36:37 pm
printf(graviter == dead ? "I am sad." : "Yay!");
Title: Re: Graviter
Post by: Freyaday on March 03, 2012, 09:00:00 pm
.MESSAGE
.vFIXED
"I AM SAD"->A
"YAY!"
GLIFE*9+A->A
Disp A
Title: Re: Graviter
Post by: C0deH4cker on March 04, 2012, 07:22:23 pm
<?='<span>', isDead($_GET['graviter']) ? 'I am sad.' : 'Yay!', '</span><br />';?>
Title: Re: Graviter
Post by: LincolnB on March 06, 2012, 05:57:07 pm
Yeah this is dead :P But leafy's working on something better!
Title: Re: Graviter
Post by: leafy on March 07, 2012, 08:32:54 pm
Something about my signature...
Title: Re: Graviter
Post by: C0deH4cker on March 07, 2012, 10:52:40 pm
Blast labs? Is this working off of graviter, or are you just ditching it completely?
Title: Re: Graviter
Post by: NanoWar on July 11, 2012, 08:37:19 pm
Sorry what is the current state of this game? What's the latest version I could play? :)
Title: Re: Graviter
Post by: Deep Toaster on July 11, 2012, 09:08:01 pm
I suppose it's the one released for zContest3: http://tiforge.info/zcontest3/?a=projet&id=42
Title: Re: Graviter
Post by: Matrefeytontias on July 12, 2012, 02:57:52 am
All the files uploaded for the zContest have been deleted ...
Title: Re: Graviter
Post by: Stefan Bauwens on July 12, 2012, 04:31:19 am
Oh no. Perhaps you can find some downloads on ticalc.org and other websites(yaronet?)
Title: Re: Graviter
Post by: leafy on July 12, 2012, 09:29:33 am
Odd. I just downloaded it off the zContest site seeing as I lost all my backups :P I've uploaded it here as well.
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.
Title: Re: Graviter
Post by: Deep Toaster on July 13, 2012, 01:14:14 am
It is playable! And it's a really awesome realization of an original idea :D
Title: Re: Graviter
Post by: DJ Omnimaga on July 17, 2012, 10:33:06 pm
Odd. I just downloaded it off the zContest site seeing as I lost all my backups :P I've uploaded it here as well.
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 should really try that version. I think I tried Tag but the last Graviter demo I tried was one with like 4 levels.

Shouldn't it be uploaded in the staff section, though? http://www.omnimaga.org/index.php?action=downloads;cat=29 Otherwise it will get lost on the forums.
Title: Re: Graviter
Post by: Stefan Bauwens on July 18, 2012, 07:40:05 am
I should play this too. When I get some time I'll try to. :)
Title: Re: Graviter
Post by: parserp on July 18, 2012, 01:58:37 pm
Actually even as a demo this game is cooler than many other finished games I have played. :D
Although it's hard NOT to cheat, especially when he included the feature and told us about it in the readme x.x
Title: Re: Graviter
Post by: DJ Omnimaga on July 19, 2012, 02:04:56 pm
Lol I wonder if he should release a new zip without mentionning the cheating trick? <.< Or at least for Ticalc.org :P
Title: Re: Graviter
Post by: leafy on July 19, 2012, 02:05:50 pm
Or I could just comment out the code that lets you swap gravity, if someone could recompile that for me :P
Title: Re: Graviter
Post by: Sorunome on July 19, 2012, 03:10:06 pm
/me wonders why in that version aren't as many animations (like dying and the title screen) as in the screenies
It's still awesome! :D
(and you can just hit + or -, lol)
Title: Re: Graviter
Post by: leafy on July 19, 2012, 03:11:33 pm
The title screen is actually there, it's just I made a mistake with the message to the zContest judges so you don't actually see it if you try and exit that screen by pressing 2nd or Enter (the getKey delay is too short).

I don't know what you mean by the death animation - I thought there never was one?
Title: Re: Graviter
Post by: Sorunome on July 19, 2012, 03:12:51 pm
I meant when arriving at the finish line, weren't there at some point these epic lines and the screen shaking?
EDIT: And i meant that the letters appear one after another on the title screen
Title: Re: Graviter
Post by: leafy on July 19, 2012, 03:13:27 pm
Oh yeah, I think they're still in the code but I just disabled them for testing purposes. I'll see if I can reenable some of these features.
Title: Re: Graviter
Post by: Sorunome on July 19, 2012, 03:14:03 pm

EDIT: And i meant that the letters appear one after another on the title screen
EDIT: And the load button does nothing
Title: Re: Graviter
Post by: Deep Toaster on July 20, 2012, 01:03:53 am
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 :(
Title: Re: Graviter
Post by: leafy on July 20, 2012, 01:41:34 am
Yeah - after making the screenshot, I was actually planning on taking them out because 1) the logical disconnect and 2) the way I was removing the objects was horrid. I actually have trashed a ton of elements like black holes and the portals simply because I couldn't get them to work with the theme of the game.
As for the source, I still have a couple more recent ones that I'll look through, but no guarantees D:
Title: Re: Graviter
Post by: LincolnB on July 20, 2012, 06:47:40 pm
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.
Title: Re: Graviter
Post by: leafy on July 20, 2012, 09:20:35 pm
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.
Title: Re: Graviter
Post by: LincolnB on July 20, 2012, 10:15:09 pm
Hm, I guess on more of a level-to-level basis it's really easy to jam too much stuff into a level, but maybe thats just a calc thing, eh? If and when (WHEN) you go into compy game programming you can do that all you want! Well, not exactly, but it's certainly not cramped like the calc platform.
Title: Re: Graviter
Post by: Deep Toaster on July 21, 2012, 12:30:31 am
Not that we want him to move away from calculator stuff <_< forever D:
Title: Re: Graviter
Post by: LincolnB on July 21, 2012, 05:43:11 pm
Yeah, well, I'm just thinking...anything he can make on a calculator, he can make at least 500% cooler on a computer :)