Author Topic: Graviter  (Read 163386 times)

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Offline leafy

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Re: Graviter - Axe
« Reply #45 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.
In-progress: Graviter (...)

Offline Happybobjr

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Re: Graviter - Axe
« Reply #46 on: January 20, 2011, 09:16:59 pm »
I didn't do much, but thank you.
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
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Offline leafy

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Re: Graviter - Axe
« Reply #47 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.
In-progress: Graviter (...)

Offline leafy

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Re: Graviter - Axe
« Reply #48 on: January 28, 2011, 03:43:09 pm »
New release uploaded.
In-progress: Graviter (...)

Offline Munchor

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Re: Graviter - Axe
« Reply #49 on: January 28, 2011, 04:19:03 pm »
Looks fantastic! I made a screenie too!

Yeah, I play quite bad :S

Offline Madskillz

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Re: Graviter - Axe
« Reply #50 on: January 28, 2011, 06:02:34 pm »
Wow looks really good. Love the greyscale and the effects

Offline Darl181

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Re: Graviter - Axe
« Reply #51 on: January 28, 2011, 06:03:35 pm »
Looks like this can go really far.  Keep it up!

Idea: level editor
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Offline Munchor

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Re: Graviter - Axe
« Reply #52 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?

Offline Darl181

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Re: Graviter - Axe
« Reply #53 on: January 28, 2011, 06:18:49 pm »
If help is needed on structuring the levels, I still remember a few things from TWHG ;)
« Last Edit: January 28, 2011, 07:15:25 pm by Darl181 »
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Offline leafy

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Re: Graviter - Axe
« Reply #54 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?
« Last Edit: January 28, 2011, 08:17:01 pm by leafiness0 »
In-progress: Graviter (...)

Offline Darl181

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Re: Graviter - Axe
« Reply #55 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.
« Last Edit: January 29, 2011, 12:07:45 am by Darl181 »
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Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #56 on: January 29, 2011, 10:42:58 pm »
Wow I gotta try this out now O.O

It really looks great :D

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Re: Graviter - Axe
« Reply #57 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 is the first thing I thought of when I saw the screenshot.

Any inspiration from there, leafiness? =P

Offline DJ Omnimaga

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Re: Graviter - Axe
« Reply #58 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.

Offline phenomist

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Re: Graviter - Axe
« Reply #59 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.
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[Disclaimer: I can't program for my life.]