Author Topic: Level Design  (Read 9316 times)

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Offline DJ Omnimaga

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Re: Level Design
« Reply #15 on: January 29, 2011, 03:29:02 am »
Oh right that can be an idea. It just takes a bit more RAM I guess.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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Offline z80man

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Re: Level Design
« Reply #16 on: January 29, 2011, 03:33:36 am »
It might be possible to only uncompress only a portion of the map at a time, but that could cause delays when you move between sections.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline Darl181

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Re: Level Design
« Reply #17 on: January 29, 2011, 03:35:46 am »
Wow, these are looking great ;D
If at all possible, a level editor would be nice tho
Can't wait to see more.
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Offline DJ Omnimaga

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Re: Level Design
« Reply #18 on: January 29, 2011, 03:44:37 am »
It might be possible to only uncompress only a portion of the map at a time, but that could cause delays when you move between sections.
Yeah, that kinda reminds me of some new games in campaing mode. He would also need to code in stuff to check where it must switch map. I wonder if that would be hard to make such thing dynamic, especially if none of the levels are the same size...
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF


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Offline leafy

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Re: Level Design
« Reply #19 on: January 29, 2011, 02:36:01 pm »
The only comp language I know is Python. I guess I could write a level editor GUI with Tkinter but I'm too lazy D:
« Last Edit: January 29, 2011, 02:36:22 pm by leafiness0 »
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Offline Builderboy

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Re: Level Design
« Reply #20 on: January 29, 2011, 02:41:20 pm »
I have to say, those levels do indeed loop epic!  I can't wait for some screenies! ^^

Offline leafy

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Re: Level Design
« Reply #21 on: January 30, 2011, 12:27:25 am »
Okay phenomist,
The gravity axis thing in some of your levels has to be changed. Here's how the block works:

Falling down --> Falling left
Falling right --> Falling up

Falling up --> Falling right
Falling left-->Falling down
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Offline Xeda112358

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Re: Level Design
« Reply #22 on: January 30, 2011, 12:40:16 am »
I just have to say, those levels look cool! And I have to agree with DJ that large maps like that just make it so much cooler. It makes it feel like you are in a new world and that world is much bigger than the eye can see (which is only 8x12, but still). I think any maps bigger than 16x24 are awesome.

Offline nemo

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Re: Level Design
« Reply #23 on: January 30, 2011, 12:43:10 am »
Okay phenomist,
The gravity axis thing in some of your levels has to be changed. Here's how the block works:

Falling down --> Falling left
Falling right --> Falling up

Falling up --> Falling right
Falling left-->Falling down

maybe you could have 3 different blocks to manipulate gravity. one to rotate gravity 90° clockwise, one to rotate 90° counterclockwise and one to flip gravity. when i say rotate, it might be easier to understand this way:

90° counterclockwise:
up -> left
left -> down
down -> right
right -> up

90° clockwise:
up -> right
right -> down
down -> left
left -> up
« Last Edit: January 30, 2011, 12:44:35 am by nemo »


Offline leafy

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Re: Level Design
« Reply #24 on: January 30, 2011, 02:05:52 am »
As for map compression, I'm using half-byte compression. Which is not very good, but seeing as I have only 16 tiles it works
I'm planning on finishign all the maps, then converting them all to RLE.
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Offline z80man

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Re: Level Design
« Reply #25 on: January 30, 2011, 03:00:58 am »
I was wondering how do you format the maps so that specific keys match with their lock if you are using half byte tiles.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline leafy

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Re: Level Design
« Reply #26 on: January 30, 2011, 12:59:23 pm »
I have a separate data set in the format
(number of switch/doors, [xcoord switch, ycoord switch, orientation switch, switch state, xcoord door, ycoord door, door orientation],...)
kinda messy but it works, I guess. Maybe if someone could tell me a more optimized way to do it.
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Offline ztrumpet

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Re: Level Design
« Reply #27 on: January 30, 2011, 01:05:14 pm »
I ended up doing something similar to that in Exodus.  There's not really much better than you can do. :)