Author Topic: Graviter  (Read 163359 times)

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Offline leafy

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Re: Graviter - Axe
« Reply #15 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
In-progress: Graviter (...)

Offline leafy

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Re: Graviter - Axe
« Reply #16 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?
In-progress: Graviter (...)

Ashbad

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Re: Graviter - Axe
« Reply #17 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.

Offline leafy

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Re: Graviter - Axe
« Reply #18 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)
« Last Edit: December 31, 2010, 07:28:58 pm by leafiness0 »
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #19 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 :)

Offline Happybobjr

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Re: Graviter - Axe
« Reply #20 on: December 31, 2010, 09:16:49 pm »
I like it.
very good.
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Offline shmibs

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Re: Graviter - Axe
« Reply #21 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!

Offline leafy

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Re: Graviter - Axe
« Reply #22 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.
In-progress: Graviter (...)

Offline Raylin

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Re: Graviter - Axe
« Reply #23 on: January 01, 2011, 02:07:31 am »
Don't put horizontal shifting.
Enhance the physics and make the jumps more precise.
Bug me about my book.

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Offline fb39ca4

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Re: Graviter - Axe
« Reply #24 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

Offline leafy

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Re: Graviter - Axe
« Reply #25 on: January 01, 2011, 07:14:46 pm »
Uploaded new screenshots and fixxed the wabbit error :P
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #26 on: January 02, 2011, 01:09:14 am »
Quote
I love the transitions and effects you added O.O

Offline leafy

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Re: Graviter - Axe
« Reply #27 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.
In-progress: Graviter (...)

Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #28 on: January 04, 2011, 02:56:17 pm »
Cool, I'll download it and try later :D

Offline leafy

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Re: Graviter - Axe
« Reply #29 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.
In-progress: Graviter (...)