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Topics - leafy

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46
Axe / RLE compression
« on: February 03, 2011, 09:46:50 pm »
I'e searched it up, but i can't find out how to compress tilemaps using RLE.  I saw how to decompress using the routine though.

47
Axe / Storing Text in Axe
« on: February 03, 2011, 01:26:44 am »
What is the most efficient way to store text in Axe and then display it on the screen? I've noticed that when I use a direct text function it takes up a lot of memory.

48
Axe / Subroutine Argument overwriting
« on: February 03, 2011, 01:21:43 am »
If you call a subroutine inside a subroutine with arguments of its own, will it overwrite the arguments of the original subroutine? For example,

sub(GRV,A,B,C)

Lbl GRV
sub(SE,D,E,F)
Return

Lbl SE
some other code

Since they both depend on r1 to r6, will the variables get overwritten?
Also, if you have something like sub(GRV,X,Y) and you want to save the value created in the subroutine back into Y, does the subroutine do that automatically? Like

Lbl GRV
r2+1 -> r2
Return

Will Y get added an increment of 1?

49
Axe / More accurate positioning
« on: February 01, 2011, 01:52:24 am »
I've noticed that in games like portal x position is calculated using the floor function of divison by a large number (256?) because if you just use integral increments you get choppy animations, like in my game.
So how does more accurate positioning work?

50
Axe / Buffer Wraparound
« on: January 30, 2011, 03:56:05 pm »
I've noticed that the buffer kind of "wraps around" at 256 pixels. Is that a byte issue, and if it is, can the length before wraparound be increased by using more bytes or something?

51
Art / 5 by 5 walking person
« on: January 27, 2011, 09:01:02 pm »
I need a 5x5 walking person, something that looks like the guy in Portal X. I can't figure out how to make it look right by myself, so I'm asking you guys for help once again :D
Thanks in advance.

52
Axe / Storing Levels into an Appvar
« on: January 27, 2011, 07:12:59 pm »
How could you store a bunch of levels into an appvar, then read from the appvar to create a temporary variable? The levels are in the format [10240blahblahblah] in hex, and then there are 6 other variables that are tilemap width, tilemap height, starting tilemap x, starting tilemap y, starting sprite x, and starting sprite y.
Any help is appreciated.

53
Graviter / Level Design
« on: January 25, 2011, 09:57:08 pm »
I'm going to be posting some of my level concepts here, as well as some other ones drawn by my friends.

Levels by Phenomist:
Spoiler For Level set one:
Spoiler For What is this I don't even:

54
Graviter / Screenshots
« on: January 24, 2011, 10:38:21 pm »
Looking at these screenshots again really brings back great memories - really makes me want to finish this project up. I think one of the main problems was that as I tried to make my game better and better, I realized that I didn't possess the abilities and creativity to put those ideals into motion. If I ever get back into the z80 scene, I guarantee you guys I'll make every effort to finish this :)

For now though, you can enjoy all these awesome screenshots :D Lag incoming!

Spoiler For Haven't made captions yet:






Spoiler For Fizzler Grids:

Particle effects! To be honest, at this point I was going over the top. Graviter was finally achieving some degree of fame on the forums, and I just couldn't resist showing off. The game was actually running quite slowly at this point, so it was somewhat of a stupid idea to put these in, but whatever! They looked cool! :D

Spoiler For Portals!:

As if I hadn't ripped off Portal enough, here's a screenshot with Portals! The truth is, I got this idea from Super Meat Boy, and just had to try it out to see what would happen

Spoiler For Grabbing Ropes:

A cool little level where I show off a cool new idea I had for a while - grabbable ropes. Unfortunately, I took these out because they were way too unstable with the way I was handling player motion in Zedd. In addition to that, clipped lines no longer existed in Axe at this point, so things didn't look quite right.

Spoiler For Ropes and Momentum:

A quick little demo I made to demonstrate the rope library packed with Zedd. You can see me failing at the beginning - I don't know why I left that in the screenshot :P I thought up this level over the summer, when I was self-studying Physics. I was reading about momentum conservation, and thought, man! I just have to get a puzzle of this into Graviter! And so I did.

Spoiler For Ropes in a Frictionless World:

A quick level I made to try and show off what you could do with ropes. There was no friction between objects that this point, so I think I replayed this level over 20 times to get it right, and even then I still messed up :P It was about at this time that i started pushing Builderboy to get Zedd2 ready, since that version had friction. Zedd2 ended up breaking a lot of things for me, however, so it was somewhat of a tradeoff at the time.

Spoiler For Newton's Cradle:

A weird little Newton's cradle simulation in Zedd that I didn't get to work in this screenshot. I made it to test out how ropes worked, but as you can see, things went weird! I later figured out that since I forgot to take out collision checks with the tilemap, it was colliding with phantom data in L2 :/

Spoiler For Zedd Integration:

The first screenshot showing my move over to Zedd. The engine I made myself was horrible! It had all sorts of nasty pixel tests, and drawing virtual rectangles, and I jumped when I saw this alternative. It was amazing because I basically plugged it right into what I had so far of the game and it just worked!

Spoiler For TunnelRun:

A weird intro concept I made that never quite panned out. It looks cool though, I'll give it that ^^

Spoiler For Slow and Simple:

A quick little puzzle I made to demonstrate all the cool things you could do in the new version of Graviter (which is not much, given all the cool stuff you could do in the older versions!) You can see, however, that picking up the boxes attaches them to your trail. I still have not figured out how to make a decent "hold object" deal in Zedd; everything I try with velocities inadvertently makes things go flying. The problem with this is that it has some four collision checks every frame, so that was way too many for the calculator to handle and thus you can see it going pretty slowly. You can see how I was slowly moving away from the fast paced arcade levels in favor of slower levels that really made you think instead of run.

Spoiler For The Beginning:

The very first screenshot of what was to become the "new" Graviter. This was the turning point from when Graviter was a great game to when Graviter transcended the usual platformer crap and became something unique. Just kidding! Graviter became just as crappy as it always was. I think I got the idea for the character from a cross between Wheatley and the main character in the iPhone game Contre Jour. What I was really going for was not the body part of the player's avatar, but the tail. The trail really ties up the package and makes the game feel a bit more interesting.

Spoiler For Amazing Menus:
 
A little comparison here - the first screenshot is the optimized version by Runer112, and the second screenshot is my original. It's amazing what some detailed code cleanup can really do to improving the feel of your game! I really have to give Runer props here - even though I didn't end up using a lot of the code he optimized for me (I'm sorry Runer D:) I still found (and find!) it amazing what he can pull off. I find it cool how similar menu designs have even popped up in some more recent projects, even if they may not have been influenced by Runer and me :D

Spoiler For A Fast Reboot:

This was the supposed "reboot" of Graviter. This screenshot is actually really funny, because it's the first version where I actually used signed numbers. In the past, I would have separate cases - for going up, I would subtract the magnitude of the velocity, and for going down I would add the velocity. You can tell that this was extremely unoptimized, so I rewrote almost the entire physics engine. You can see in this screenshot that it actually went so fast that it became nearly unplayable (the sensitivity was horrible - I think I recorded this over 10 times before I got even this crappy run). I remember making this when I was supposed to be studying for AP Chem. Whoops!

Spoiler For Experimental Elements:

Some experimental stuff that lasted a couple of days before i forgot about it and went to work on other stuff. Now that I look back, these blocks had some interesting potential! I actually think I made them because Phenomist wanted to use them in his level design. It's weird because I would ask Phenomist to make levels, but the levels he made would always ask for elements that didn't exist yet, creating a vicious cycle that threatened to devour me whole.

Spoiler For Alternate Exits and Slowdowns:

If you look at the bottom left, you can see a little swirly thing - that was an "alternate" exit. At this point, the idea of a nonlinear path throughout the levels kinda appealed to me, just to spice the game up and really give it that replay value. Unfortunately, you can see how slow the game was getting at this point, so I decided to do some major revamping and optimizing before I would again focus on level elements. It was around this time when Builderboy and Runer112 became so helpful to me when I was learning to clean up my code.

Spoiler For Ticalc Demo:

A screenshot of the first level in the first demo I deemed worthy enough to upload to TiCalc. You can see that this level is fairly difficult, and that's really the kind of feel I was going for back then.

Spoiler For A Few Starter Levels:

A really cool screenshot of the first few campaign levels. You can see that tossing the box actually flings them due to the way I was handling air friction - I calculated it based on the mass of the objects. Since the boxes were so light, a simple jump and toss could send them flying!

Spoiler For Early Level Design:

A simple level that was supposed to make it to the campaign. It was the first such screenshot to demonstrate jumping, and when combined with a really simple puzzle made for a nice simplistic level flow.

Spoiler For Switches:

Another element stolen from Builderboy. I couldn't figure this one out until he told me to use pixel checks - I was using pointer locations before! It's somewhat of a joke that if you see a box or barrel in any game, it's an indication that the game developers ran out of ideas. Is that true here? Maybe, but maybe not. Crates are somewhat of a staple in physics puzzle games.

Spoiler For Lasers:

Experimenting with new puzzle ideas, and Portal 2 was out at this point (or maybe just the trailers, I don't quite remember) so I wanted to try making the lasers. It was my opinion that Valve had taken out the energy balls because they didn't provide "instant feedback" like the lasers did, so even though I could have gone with making energy balls, I didn't (also because I didn't really want to steal more from PortalX than I already had :P ) The problem with this was that although it seems to work well in this screenshot, it's way too slow in the actual game loop. It checks every single pixel along the way of the path, and checks two other pixels for every step. All this has to take place in a single frame! I'm sure it's possible in ASM or even really optimized Axe, but my past self didn't know anything. Jeez that kid was dumb!

Spoiler For Blood Splatters:

I got the idea for this infamous blood splatter from IWBTG. Having beat it the summer before making this screenshot, it really had an impact on how I designed some graphical effects, and really made me think about what kind of difficulty would be good for players. I thought about how I was going to do this for quite a while actually, since I was still fairly new to programming at this point, but I created something that really started me thinking about more "wow!" kind of visual effects for this game. You might notice that a lot of calculator games out there are bland, and don't give enough visual feedback to capture the player. I hoped to change that with little attentions to detail like this one. (I have a tutorial on how to make this up in the Tutorials section!) You can also see here that I figured out arrays at this point, so I threw in some boxes there for fun :)

Spoiler For When Sensitivity Goes Wrong:

One of the biggest problems with this version was that the sensitivity was way to high due to the fact that I was using full pixel motion (with no inflation), so every movement would feel like walking on butter seal slicks. In this screenshot, DJ_O shows just how bad the controls were in the old days.

Spoiler For Horizontal Gravity Axes:

This was a pretty cool screenshot - I remember that in (Shmibs I think?)'s guide to making awesome calculator games, he mentioned that only in the most awesome of awesome games would you have to use the up and down keys to move. That's where I got the idea to make horizontal shifting, because of course I wanted this game to be the best of the best >:D This level was made by my great friend Phenomist.

Spoiler For Scrolling:

The oldest screenshot I have left of the scrolling version of Graviter. In many ways I liked the arcadey feel of this version, but at the same time I wanted a game that would make people think. You can see that this was the version in which I began blatantly ripping sprites off from Builderboy's PortalX :)

Spoiler For Retro World:

Oh, the nostalgia! In my opinion, this was the best version of Graviter.
* leafy runs
I wrote this during winter break, and I remember that my brother and I were watching the new Facebook movie. Instead of watching you know what I was doing? Programming this game! That's right, ladies, screw movies! I'll just show you what I can do on a calculator! Yeah!

Oldest - December 30, 2010

55
Axe / Text Wrapping and Scrolling Routine
« on: January 23, 2011, 11:13:43 pm »
I was just wondering if anybody created one, because I can't find one on this here intarwebs. I'm going to use it to incorporate dialog into some of my programs.

56
Axe / Decimals and Basic
« on: January 23, 2011, 02:37:42 am »
Is it even possible to calculate decimals using Axe? And if it's not, can you run BASIC programs within Axe?

57
Art / Moar Graviter Sprites
« on: January 22, 2011, 10:23:50 pm »
I request a 6 by 6 px person walking animation pl0x. I also need a 8 by 8 blood splatter animation or some way to make a blood splatter. (How hard is it to do a particle system in axe?)

Tahnks in advances.

58
Axe / Physics Tilemapper
« on: January 21, 2011, 12:06:35 am »
I've thought about it for a long time, but I can't figure out how to do it. How do you make a tilemapper scroll both horizontally and vertically but retain physics elements like gravity?
Sample code would be nice.
Thanks in advance.

59
Axe / linear momentum
« on: January 20, 2011, 02:35:27 am »
How would you go about programming linear momentum in the x axis? for instance starting slow then easing into fast and when you stop pressing the arrow keys it takes a while to stop.

60
The Axe Parser Project / Invalid Error
« on: January 15, 2011, 06:34:13 pm »
Whenever I run the program I compiled it gives me an "Invalid" error. I compiled it using the other options as shell, and they all worked. Does this happen when the size of the program reaches a certain limit?

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