Author Topic: Graviter  (Read 164395 times)

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Offline leafy

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Re: Graviter - Axe
« Reply #120 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 >.<
In-progress: Graviter (...)

Offline leafy

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Re: Graviter - Axe
« Reply #121 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.
In-progress: Graviter (...)

Offline leafy

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Re: Graviter - Axe
« Reply #122 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
In-progress: Graviter (...)

Offline Builderboy

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Re: Graviter - Axe
« Reply #123 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
« Last Edit: February 15, 2011, 01:10:58 am by Builderboy »

Offline Darl181

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Re: Graviter - Axe
« Reply #124 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.
« Last Edit: February 15, 2011, 01:28:24 am by Darl181 »
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Offline leafy

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Re: Graviter - Axe
« Reply #125 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 :)
« Last Edit: February 15, 2011, 01:36:41 am by leafiness0 »
In-progress: Graviter (...)

Offline Mohammad

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Re: Graviter - Axe
« Reply #126 on: February 15, 2011, 01:37:09 am »
WOW how did you make splashing effect!

Offline leafy

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Re: Graviter - Axe
« Reply #127 on: February 15, 2011, 01:39:05 am »
I'll post up the explosion code when I have time.
In-progress: Graviter (...)

Offline Darl181

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Re: Graviter - Axe
« Reply #128 on: February 15, 2011, 01:41:13 am »
It kind of reminds me of what I did for duel (when one of the players die), except with gravity.  Gotta love the fx :D
« Last Edit: February 15, 2011, 01:42:08 am by Darl181 »
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Offline Builderboy

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Re: Graviter - Axe
« Reply #129 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!

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Re: Graviter - Axe
« Reply #130 on: February 15, 2011, 02:36:09 am »

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. :)

Offline leafy

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Re: Graviter - Axe
« Reply #131 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.

« Last Edit: February 15, 2011, 06:52:59 pm by leafiness0 »
In-progress: Graviter (...)

Offline Happybobjr

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Re: Graviter - Axe
« Reply #132 on: February 15, 2011, 07:12:30 pm »
Ohh, If its ok with you, I would like to mess around with a laser game.
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Offline Madskillz

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Re: Graviter - Axe
« Reply #133 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?

Offline leafy

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Re: Graviter - Axe
« Reply #134 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.
« Last Edit: February 15, 2011, 07:45:19 pm by leafiness0 »
In-progress: Graviter (...)