Author Topic: Contest entry - Continuity  (Read 16628 times)

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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #45 on: May 24, 2011, 02:54:43 pm »
I dont know if there will be a level editor. Most likely.
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Offline Munchor

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Re: Contest entry - Continuity
« Reply #46 on: May 24, 2011, 04:24:35 pm »
I dont know if there will be a level editor. Most likely.

That's really neat (if there is one) :D

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Re: Contest entry - Continuity
« Reply #47 on: May 24, 2011, 04:32:40 pm »
This is really awesome.  Nice job! ;D

Offline tloz128

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Re: Contest entry - Continuity
« Reply #48 on: May 24, 2011, 05:23:50 pm »
I dont know if there will be a level editor. Most likely.
Nice job with this project so far! I would strongly recommend having a level editor. Not having one really hindered my progress last year in the contest. (I'd be willing to make one for you in Java if you wanted me to. :P)
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Offline leafy

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Re: Contest entry - Continuity
« Reply #49 on: May 25, 2011, 01:11:24 am »
aww, you are not alone for that, leafiness0 was also about to do it.

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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #50 on: May 25, 2011, 06:47:14 am »
Dang, i was thinking about porting this for the competiton but bits of it would be extremely hard to code, so I gave up. Good luck - you'll need it ^^
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Offline Jonius7

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Re: Contest entry - Continuity
« Reply #51 on: May 25, 2011, 06:52:44 am »
Great progress you've made there it's looking almost like the original. you even have the "2nd up left right" tile. Well done!
PS: have you accounted for when the person is in between two tiles? you don't want the person to be split!
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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #52 on: May 25, 2011, 09:12:43 am »
That's not possible. You can not get in between them.
I'm going to make a slow-flashing dot to indicate where you are.
Oh, and this will run pretty fast, even in 6mHz mode. In fact, I have a pause 37 in it. I removed all Fulls and it was pretty playable.
« Last Edit: May 25, 2011, 09:14:52 am by aeTIos »
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Offline Munchor

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Re: Contest entry - Continuity
« Reply #53 on: May 25, 2011, 09:37:42 am »
What about not having a hole inbetween the map parts, it makes it look like the player will fall.

This is also looking great, nice job, I hope it can have loots of levels :D

Offline aeTIos

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Re: Contest entry - Continuity
« Reply #54 on: May 25, 2011, 10:25:41 am »
I am thinking about a grayscale border around the maps. Also, I added a flashing point to indicate where you are. New screenie when I have new levels!
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Offline Stefan Bauwens

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Re: Contest entry - Continuity
« Reply #55 on: May 25, 2011, 01:15:06 pm »
Nice screenshot aeTIos. :)
Greyscale borders? That sounds good.


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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #56 on: May 25, 2011, 02:07:43 pm »
O.O I cut 150 bytes doing optimizations!
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Offline yunhua98

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Re: Contest entry - Continuity
« Reply #57 on: May 25, 2011, 02:26:38 pm »
nice.

I can't wait to play this!

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Offline aeTIos

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Re: Contest entry - Continuity
« Reply #58 on: May 25, 2011, 02:30:44 pm »
Some of my classmates have played already :D
But they are not members. They like it (some, not all, but those who don't like it were prejudiced)
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Offline Freyaday

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Re: Contest entry - Continuity
« Reply #59 on: May 25, 2011, 05:19:14 pm »
How do you know they were prejudiced? Do they hate you?
Yeah. I've found massive amounts of byte savings by gong through and optimizing. Did you know that DispGraphClrDraw is gigantic? It's almost 400 bytes larger than DispGraph.
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