Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Darl181 on May 18, 2011, 11:58:26 am

Title: Dimension Shift
Post by: Darl181 on May 18, 2011, 11:58:26 am
EDIT: this was originally called "Extreme Tic-tac-Toe: Contest Entry"

Something like tic-tac-toe, but with sub-fields (a 3*3 grid for every square in the main board, maybe another layer beneath for a really long game) that you have to win to "gain" the larger square (put you mark on it, either an X or an O).  Maybe some fighting/arcade (or perhaps a random medley of simple arcade games) aspect or something fought against an AI or another player to gain the squares in the sub-fields can be added, or it could just be pure strategy.  Game is won if user gets three of their X/O in a row in the master grid.
↑↑ that.
I'm going to make it two-player in the entry, rather than stress myself over the AI.  I would try to do link play, tho I can't really test it with a casio cable atm :P
Expect to see a few random mini-games screenies in the near future. ;)

Also, more creative title pending...
Title: Re: Extreme Tic-Tac-Toe: Contest Entry
Post by: BrownyTCat on May 18, 2011, 12:51:53 pm
Something like tic-tac-toe, but with sub-fields (a 3*3 grid for every square in the main board, maybe another layer beneath for a really long game) that you have to win to "gain" the larger square (put you mark on it, either an X or an O).  Maybe some fighting/arcade (or perhaps a random medley of simple arcade games) aspect or something fought against an AI or another player to gain the squares in the sub-fields can be added, or it could just be pure strategy.  Game is won if user gets three of their X/O in a row in the master grid.
↑↑ that.
I'm going to make it two-player in the entry, rather than stress myself over the AI.  I would try to do link play, tho I can't really test it with a casio cable atm :P
Expect to see a few random mini-games screenies in the near future. ;)

Also, more creative title pending...
You have to solve the problem in Tic-Tac-Toe explained in War Games somehow.
Title: Re: Extreme Tic-Tac-Toe: Contest Entry
Post by: ztrumpet on May 18, 2011, 04:30:04 pm
This sounds pretty unique and pretty cool.  It also sounds slightly complex, so good luck! :)
Title: Re: Extreme Tic-Tac-Toe: Contest Entry
Post by: Darl181 on May 18, 2011, 06:40:58 pm
You have to solve the problem in Tic-Tac-Toe explained in War Games somehow.
Can you elaborate on what that is a bit?  TIA

And yeah, this is going to be interesting to code.  I'm starting by making the little mini-games that'll determine the ownership of a square.  So far I've made a simple pong game, under 820 bytes ;D

I'll need to read up on how to do a sort of SHUMP, and idk what else from there.
What the hard part is is finding really simple games, easily made 2-player, which are small and fit into the contest rules, I'm not sure pong is one of those but oh well :P
Title: Re: Extreme Tic-Tac-Toe: Contest Entry 2011
Post by: BrownyTCat on May 19, 2011, 01:12:49 pm
You have to solve the problem in Tic-Tac-Toe explained in War Games somehow.
Can you elaborate on what that is a bit?  TIA

And yeah, this is going to be interesting to code.  I'm starting by making the little mini-games that'll determine the ownership of a square.  So far I've made a simple pong game, under 820 bytes ;D

I'll need to read up on how to do a sort of SHUMP, and idk what else from there.
What the hard part is is finding really simple games, easily made 2-player, which are small and fit into the contest rules, I'm not sure pong is one of those but oh well :P
Basically, look up "Tic-Tac-Toe impossible" or something.
Title: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 19, 2011, 10:41:15 pm
Yeah, That can't really be guarded against unfortunately :P

As of yet, I haven't been able to do much for this.  For the game to have the real enjoyability it would need something other than just pure strategy and such, and I haven't been able to find any two-player puzzle games, small enough to fit in under 1K or so (which pretty much puts a platformer out of the question for this).  I'm thinking of changing ideas, maybe porting Shift to Axe (yes, I know it's already made with xLib) or something like that...

EDIT: Shift it is.  Couldn't easily find anything else that wasn't an smartphone app :P
V1: http://armorgames.com/play/751/shift
V2: http://armorgames.com/play/964/shift-2
V3: http://armorgames.com/play/1846/shift-3
Title: Re: Axe Shift: Contest Entry 2011
Post by: yunhua98 on May 20, 2011, 04:16:21 pm
Shift's on the Apple App Store.  :P

but sounds good.  ;)
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 22, 2011, 12:00:34 am
Shift is also free online, and soon also soon be on the calc in Axe as well as the existing xlib.
I'm debating whether to make this 4*4 or 8*8 atm...

*points to poll
Title: Re: Axe Shift: Contest Entry 2011
Post by: ztrumpet on May 22, 2011, 09:57:43 am
I vote for 5*5, like Portal and Graviter. :)
Title: Re: Axe Shift: Contest Entry 2011
Post by: TIfanx1999 on May 22, 2011, 04:23:29 pm
Voted 8x8. :D Don't wait too long to decide though! D:
Title: Re: Axe Shift: Contest Entry 2011
Post by: Ashbad on May 22, 2011, 06:16:49 pm
be original and go 3x3
Title: Re: Axe Shift: Contest Entry 2011
Post by: Jonius7 on May 22, 2011, 06:52:07 pm
8x8, like a extreme chessboard or checkerboard!
Title: Re: Axe Shift: Contest Entry 2011
Post by: Freyaday on May 22, 2011, 06:53:58 pm
Be super random and go with wooogedy*woogedy!
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 22, 2011, 09:00:40 pm
Judging by the poll, 8*8 it is.  Now to start spriting and adapting.
Fortunately, Shift isn't very graphics-intensive so the only thing I'm going to have trouble with is making an 8*8 running person...:P
Anyway, I have a level editor written and debugged for 4*4 tiles, I just need to change the sprites and wacky fun random numbars and I'm set ;D
Title: Re: Axe Shift: Contest Entry 2011
Post by: Spyro543 on May 22, 2011, 09:21:23 pm
w00t! Sounds fun! Shift is one of my fav online games! And now I really have to get an 84+ before the competition ends. And I'll have to learn Axe.
Title: Re: Axe Shift: Contest Entry 2011
Post by: ztrumpet on May 22, 2011, 10:31:02 pm
Judging by the poll, 8*8 it is.  Now to start spriting and adapting.
Fortunately, Shift isn't very graphics-intensive so the only thing I'm going to have trouble with is making an 8*8 running person...:P
Anyway, I have a level editor written and debugged for 4*4 tiles, I just need to change the sprites and wacky fun random numbars and I'm set ;D
Builderboy made an 8*8 Shift clone.  I'm sure you could use his sprites if you asked him.
Link to his clone: http://www.ticalc.org/archives/files/fileinfo/421/42182.html
I also have some levels in his level format, if you would like them.
Title: Re: Axe Shift: Contest Entry 2011
Post by: leafy on May 22, 2011, 10:36:55 pm
Nah, I"m sure you can do better than builder's basic sprites ^^ Look to kerm's n+ sprites if you need help xD
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 22, 2011, 10:38:49 pm
I played it (after it was featured on ticalc), I'm thinking of going for something that looks a bit more like a person tho :P

I have a 5*8 person sprite:
Code: [Select]
  ██████
  ██  ██
    ██
  ██████
██  ██  ██
    ██
  ██  ██
  ██  ██
...which easily works with 8*8 and I'm trying to figure out how to animate it.
Title: Re: Axe Shift: Contest Entry 2011
Post by: Builderboy on May 23, 2011, 01:35:33 am
Definitely upgrade the sprites ^^ And also as someone who has made a shift game, I want you to reconsider the 8x8 sprite size, as with the large of tiles, the levels can get very very constricted unless you have scrolling. 
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 23, 2011, 02:33:54 pm
Yeah, i had a bunch of stuff written for 4*4 tiles :P
I guess i'll start with 4*4 and if I have enough time afterwards I'll attempt to convert the 4*4 to 8*8, implementing (hopefully smooth) scrolling in the process.

And I can not get this blasted physics system working properly...:banghead:

EDIT: got it sort of working, will polish up.
Planning a screenie for 1337th post, only 4 away ;D
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 24, 2011, 07:39:58 pm
Whee, 1337th post.  Yes, the timing is intentional :P
Started by making a level editor and worked up from there.
Blocks so far are divided into two equal parts, one is the light background and one is the dark background.  Like the fix tokens: 0 and 1 are related, 2 and 3 are related, etc.  So there's two of each type of tile: a light one (even #) and a dark one (odd #).  Tiles of the opposite type of the current type are seen as solid unless handled specially (ie spikes)

So far:
Blank solid
Start
Finish (door)
Spikes up and down.  You can safely walk on top of up-facing spikes, and can safely hit the bottom of up-facing spikes.
runs at 6Mhz
Door slides open and closed when you go into it
you go boom when you hit spikes

Still need to add:
company logo?
title screen/menu
The actual shifting
support for multiple levels and/or level packs

Might happen:
Key/door
directional switching (the arrows)

I also plan on making a built-in set, probably based off the original Shift (not 2 or 3)

I'm a little concerned with how high he jumps though; shouldn't that be a little lower?
That was bugging me a bit too, I remember changing it to about half the initial velocity but idk what happened to that. It's back at -32 atm (coordinates are inflated by 32), but I'll change it back again
Title: Re: Axe Shift: Contest Entry 2011
Post by: ztrumpet on May 24, 2011, 07:50:49 pm
This looks pretty nice.  I'm a little concerned with how high he jumps though; shouldn't that be a little lower?
Title: Re: Axe Shift: Contest Entry 2011
Post by: Freyaday on May 24, 2011, 08:23:45 pm
Looks a little slow to me. Is that due to the math for the death animation or Wabbit?
Title: Re: Axe Shift: Contest Entry 2011
Post by: Builderboy on May 24, 2011, 08:32:21 pm
Doesn't look slow at all for me o.O Maybe the gif isn't playing at the right speeds on your browser or something?  And I definitely think the jumping should be a bit lower so you cant jump across the whole level :P
Title: Re: Axe Shift: Contest Entry 2011
Post by: Freyaday on May 24, 2011, 08:33:51 pm
Wait, yeah, that's just Safari (I'm on a Mac w/Parental Controls preventing me from using something better)
Title: Re: Axe Shift: Contest Entry 2011
Post by: leafy on May 24, 2011, 09:37:06 pm
If there's one impact i've had on this community, it's blood splatters xD
Looks great. Jumping a bit high though, and the spikes floating in midair look a bit awkward but you're using 4x4 so I guess there's no way around it.
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 24, 2011, 10:10:15 pm
I've experimented with splashes/explosions in the past, I thought of getting the gravity-affected bits to work with Duel but went for the arcade-style explosions instead :P

I'm a little concerned with how high he jumps though; shouldn't that be a little lower?
And I definitely think the jumping should be a bit lower
Jumping a bit high though
Ok, I think I know what to do with that now  ::)
Title: Re: Axe Shift: Contest Entry 2011
Post by: leafy on May 25, 2011, 01:02:58 am
Duh, make it higher.
Title: Re: Axe Shift: Contest Entry 2011
Post by: Freyaday on May 25, 2011, 02:54:41 am
Make it so high, you jump down!
Title: Re: Axe Shift: Contest Entry 2011
Post by: aeTIos on May 25, 2011, 06:43:01 am
This looks awesome
just awesome.
Title: Re: Axe Shift: Contest Entry 2011
Post by: yunhua98 on May 25, 2011, 02:34:20 pm
amazing.

btw, could you make it jump a little higher?  other wise I might have to think to beat it...

jk.  But yeah, the game looks greaat and fast.  can you shift yet?  :D
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 25, 2011, 03:22:12 pm
I'm writing the stuff for that right now.  (well, lunch break atm but I have math class next so yeah)
Actually it's kind of a lol b/c when I first started I thought I would have to adapt all the If statements to work for both modes and it would be overly conplicated.  At least, until it occurred to me to just switch the types and put DrawInv before and after the DispGraph :P

Incidentally, about how much pause is equal to a DrawInv?  Pause 50?

EDIT: I'm not sure if in the end it will be possible to have a starting point in the solid parts.  First priority is shifting, then menu, options, then stuff that the game can still be notable without.

I'm also debating over whether I should make mock grayscale for this (a la one-buffer animated sprites)
Title: Re: Axe Shift: Contest Entry 2011
Post by: Freyaday on May 25, 2011, 05:13:35 pm
I've played Shift, and there's no grey in it anywhere
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 25, 2011, 06:25:50 pm
Doesn't mean it has to stay just like the original. ;)
Title: Re: Axe Shift: Contest Entry 2011
Post by: Freyaday on May 25, 2011, 06:33:59 pm
Ok. :)
Title: Re: Axe Shift: Contest Entry 2011
Post by: leafy on May 25, 2011, 06:34:50 pm
One thing that concerns me is getting the player exactly on top of the blocks to shift.
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 25, 2011, 06:36:39 pm
What I'm testing for is if both "feet" have something solid below them.  It doesn't have to be precisely lined up or anything, unless it's just one block.
Title: Re: Axe Shift: Contest Entry 2011
Post by: leafy on May 25, 2011, 08:58:19 pm
Yeah I was talking about the 1 block scenarios, but I don't think with this game there should be many of those.
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 25, 2011, 09:02:24 pm
Unless someone wanted to make a really evil levelset :P
But yeah.

Once I finish the actual shifting, I think I'll start mapping out the levels from the flash game.

Also: menu mockup.  Layout similar to the Tio menu for now, I'm thinking of making the "SHIFT" vertical and on the right, with the buttons/options on the left like in the 3rd one.

EDIT: jump height is lower. yay
Title: Re: Axe Shift: Contest Entry 2011
Post by: leafy on May 25, 2011, 09:12:15 pm
Nice menu. When you shift, are you going to make a screen flipping animation?
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 25, 2011, 09:14:24 pm
I've been thinking on how to do that...
Probably one of two things:
1)fading to gray then fading back to "shifted"

2) line going across the screen, like ↓
(http://www.ticalc.org/archives/files/ss/805/80536.gif)
Title: Re: Axe Shift: Contest Entry 2011
Post by: leafy on May 25, 2011, 09:15:18 pm
I think you should go with Builder's way, it'll look much nicer. Unless you can somehow find some screen rotating command xD
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 25, 2011, 09:19:19 pm
Code: [Select]
For(A,0,31)
Exch(A*12+L6,768-(A*12)+L6,12)
DispGraph
End
Probably buggy, but I'm thinking something like that, somehow reversing the lines as it goes.
Title: Re: Axe Shift: Contest Entry 2011
Post by: Builderboy on May 25, 2011, 10:28:21 pm
How about some sort of effect like this?  It was like what I originally did for my Shift, but it ended up being too slow and memory intensive with Xlib
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 25, 2011, 10:33:35 pm
0.o
Something like that would be awesomeness, but I was wondering if it would be possible to flip it horizontally as well.
I guess horizontal flipping isn't really needed tho...
Title: Re: Axe Shift: Contest Entry 2011
Post by: leafy on May 25, 2011, 10:34:33 pm
If you have directional arrows it will ^^
That looks amazing builder. I have no idea what that would look like in code, but I'm pretty sure the ascii code is astonishing.
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 25, 2011, 10:37:40 pm
Imma try to figure out how this works by watching it...will edit

I'm guessing here, but...

Does it start by backing up the buffer to the back-buffer or something, then from there it's free to meddle with the front buff?
And it has a loop, that takes out every other row, and compresses it to be solid without any gaps.
When it hits zero, another loop starts, possibly after flipping the backbuffer first, grabbing rows from the back-buffer and inserting them.
Am I right or am I completely off?

EDIT: ok, completely off it looks like :P
Title: Re: Axe Shift: Contest Entry 2011
Post by: leafy on May 25, 2011, 10:38:26 pm
Instead of narrowing the tiles it looks like it just crushes them together - just change the tilemap y-offset and height of each one (from 4 to 3 to crush them together)
Title: Re: Axe Shift: Contest Entry 2011
Post by: Builderboy on May 25, 2011, 10:40:16 pm
Yep, basically it just redraws the tilemap each frame, but with some interesting rules applied to the Y location of each tile :)
Title: Re: Axe Shift: Contest Entry 2011
Post by: Runer112 on May 26, 2011, 12:48:37 am
Here Darl181, I wrote this just for you! ;D (Although other people can feel free to use it too!)

http://ourl.ca/4129/212961 (http://ourl.ca/4129/212961)
(http://www.omnimaga.org/index.php?action=dlattach;topic=1532.0;attach=7917;image)
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 26, 2011, 06:47:42 pm
Wow, looks like a winner ;D

In other news, I had a random RAM clear and lost the three or four lines for the actual shifting...
But i re-made that in a few minutes, and now I have a company logo and splash screen :w00t:
Title: Re: Axe Shift: Contest Entry 2011
Post by: ztrumpet on May 26, 2011, 09:48:14 pm
Nice transitions. :D  It looks great.
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 26, 2011, 11:16:25 pm
Thanks!

This is actually my first real exploit with the horizontal lines on the buffer, copying from an outside source and all (only other thing I've used was builder's fire routine and my water adaptation)

And yes, i plan on keeping that as my logo ;D
Title: Re: Axe Shift: Contest Entry 2011
Post by: TIfanx1999 on May 27, 2011, 11:51:15 am
@Runer: That's a really sweet effect! Nice!! =)
*edit* Just saw Builderboy's on the previous page... O.O You guys really are awesome!  :thumbsup:
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 27, 2011, 02:12:21 pm
Shifting is now possible.
There's some sort of bug when you switch from the 14th row (counting from zero) and I'm trying to work that out atm.
Will post screenie when possible, more than likely sometime later today.
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 28, 2011, 02:36:53 am
Got screenies ;D
These show the flipping effect in action and the lower jumping height!!!

While testing the level before screenie-ing I found another bug, if you go into the side of a block with a positive velocity you shoot down really fast b/c of the way the ceilings work.
So I put in a check to the Y-var, causing you to go boom if you go below the bottom.  It's an interesting thing to watch tbh :P
Title: Re: Axe Shift: Contest Entry 2011
Post by: ZippyDee on May 28, 2011, 06:11:29 am
The flipping looks fantastic with the only suggestion being that it could be a bit faster...(maybe don't draw every frame, or something. Maybe you can just change a value somewhere...I don't know how that transition works :P)

As Shannon Monroe, one of the Senior Production Managers of Disney Interactive, once told me when looking at some animation and video that I did a while ago (No, seriously. He was really cool about it all...)
Quote from: Shannon Monroe
Something to always keep in mind when creating transitions is what we call the "DVD Title Rule":
No matter how fantastic your animation looks the first time, there is no denying that there is an inverse relationship between the wow factor and the just-open-the-damn-menu factor of the transition.

Hearing that made me realize just how correct he was, and has led me to cut down on transition times in a lot of things I've made. Please don't take this as me saying, "It's boring. Get it over with faster," but rather that I'm saying, "This transition looks fabulous, but don't let it eat up your gameplay!" There's a point where you know the solution already and you just want to get through to the next level as fast as possible, without having to wait for shift transitions.

Either way, the whole thing looks fantastic. I especially like the effectiveness of that sprite! It works much better than I'd have imagined it would.
Title: Re: Axe Shift: Contest Entry 2011
Post by: aeTIos on May 28, 2011, 09:05:33 am
Imo, the speed is fast enough. Wow, this looks awesome!
Title: Re: Axe Shift: Contest Entry 2011
Post by: TIfanx1999 on May 28, 2011, 10:29:12 am
The transition looks really great now that you've integrated it into gameplay. Personally, I think the speed is fine. :D
Title: Re: Axe Shift: Contest Entry 2011
Post by: Freyaday on May 28, 2011, 10:31:33 am
Zippy: He is so right! I've encountered JOTDM factor so many times! I didn't think Disney employees were allowed to curse....
Title: Re: Axe Shift: Contest Entry 2011
Post by: Stefan Bauwens on May 28, 2011, 11:10:03 am
Looking good Darl.
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 28, 2011, 11:35:13 am
The flipping looks fantastic with the only suggestion being that it could be a bit faster...(maybe don't draw every frame, or something. Maybe you can just change a value somewhere...I don't know how that transition works :P)

As Shannon Monroe, one of the Senior Production Managers of Disney Interactive, once told me when looking at some animation and video that I did a while ago (No, seriously. He was really cool about it all...)
Quote from: Shannon Monroe
Something to always keep in mind when creating transitions is what we call the "DVD Title Rule":
No matter how fantastic your animation looks the first time, there is no denying that there is an inverse relationship between the wow factor and the just-open-the-damn-menu factor of the transition.

Hearing that made me realize just how correct he was, and has led me to cut down on transition times in a lot of things I've made. Please don't take this as me saying, "It's boring. Get it over with faster," but rather that I'm saying, "This transition looks fabulous, but don't let it eat up your gameplay!" There's a point where you know the solution already and you just want to get through to the next level as fast as possible, without having to wait for shift transitions.

Either way, the whole thing looks fantastic. I especially like the effectiveness of that sprite! It works much better than I'd have imagined it would.
I plan on putting in an option to enable/disable the effects, i.e. flipping and the death animation.  Same for the splash screen, it will be possible to just jump straight to the menu. EDIT: and the door opening/closing

I hardly have an idea how it works either except for theory, it's runer-optimized :P
I can look for a var that counts the frame or something, then put If V^2 and End around the DispGraph....that might be plausible
Title: Re: Axe Shift: Contest Entry 2011
Post by: Runer112 on May 28, 2011, 11:42:34 am
You can make the flipping animation twice as fast by changing this line:
-128-2→θ
To this:
-128-4→θ
Title: Re: Axe Shift: Contest Entry 2011
Post by: Stefan Bauwens on May 28, 2011, 03:43:30 pm
You can make the flipping animation twice as fast by changing this line:
-128-2→θ
To this:
-128-4→θ
I think that would look better. :) IMO
Title: Re: Axe Shift: Contest Entry 2011
Post by: TIfanx1999 on May 28, 2011, 05:04:42 pm
Either is fine with me. =) Faster actually might diminish the impact of the effect. I think I'd try them each out and see which looks better.
Title: Re: Axe Shift: Contest Entry 2011
Post by: leafy on May 28, 2011, 05:28:49 pm
Personally I like it slowed down a bit, gives a bit more of the actual shift feel. But that's IMO, change it however you like.
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 28, 2011, 08:54:57 pm
Runer, that's awesome ;D

What I might do is have it start out by shifting slow, and after 10 shifts or so it switches to the fast one.  A balance somewhere...atm it's the faster one.

Also, forgot to mention earlier.  The contrast changes when you shift, so it becomes a bit lighter when you're in the dark part.  Makes it easier to see where you are.  Upon program quit it reverts back to the initial.
Title: Re: Axe Shift: Contest Entry 2011
Post by: Freyaday on May 28, 2011, 09:01:02 pm
Perhaps an option as to which animation to use?
Title: Re: Axe Shift: Contest Entry 2011
Post by: ztrumpet on May 28, 2011, 09:54:26 pm
That looks really awesome!
Perhaps an option as to which animation to use?

Perhaps an option to choose the skip rate.  i.e, choose 0, 1, 2, 3, or 4 for the -128-#→θ code. :)

I think the only think I noticed that I didn't like was that you are Pt-Changing the sprite on the buffer, which makes it look a little funny when standing in front of the door.  I think you could use something like this:

The way I assume you have it:
:Pt-Change(X,Y,Pic1)
:DispGraph
:Pt-Change(X,Y,Pic1)


How you could change it:
:StorePic
:Pt-On(X,Y,Pic1)r
:L3->DispGraph
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 29, 2011, 03:52:30 pm
I had it working, then got a RAM clear and was set back to the source that the last screenie was recorded from :P

For L3→DispGraph, wouldn't that show nothing but the char?  Also, I kind of have to use pt-change unless I used DrawInv (unless there's some other method for it)
Title: Re: Axe Shift: Contest Entry 2011
Post by: ztrumpet on May 29, 2011, 04:01:57 pm
For L3→DispGraph, wouldn't that show nothing but the char?
Nope, because of the StorePic.  However,

Also, I kind of have to use pt-change unless I used DrawInv (unless there's some other method for it)
Ah, yes, I forgot about that.  :-\
Huh, I'm not sure how to do it now.
Title: Re: Axe Shift: Contest Entry 2011
Post by: Darl181 on May 29, 2011, 04:04:44 pm
What I had for a bit before was either drawinv just before and after dispgraph or pause 50.  Slowed it down quite a bit :(
Also I learned my lesson from TWHG, if you preserve the buffer rather than re-draw it's >9000 times faster (in twhg it was all pixel-testing, and the buffer was drawn and redrawn something like 5 times per frame, and those were 96-byte levels)

EDIT:
Quote from: z
Perhaps an option to choose the skip rate.  i.e, choose 0, 1, 2, 3, or 4 for the -128-#→θ code.
I think for it to be stable it has to be a power of 2.

EDIT2: Fixed the bug when shifting from row 14.  Turns out it was the block-above-head detection, the if statement had something like "and (Y/32=0)" instead of "and (Y<<0)" :P
Title: Re: Axe Shift: Contest Entry 2011
Post by: Freyaday on May 29, 2011, 09:12:51 pm
I hate it when I go back through my code and discover things that scream
"WTF, why did I write this this way??!?!?"
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on May 30, 2011, 04:43:49 pm
Ok, it's been 11 days so far, and it's almost a full-blown game.  Just need to add options and menus.
Since a simple port plainly won't keep me busy long enough (while actually turning out some output), I'll probably go a lot further with this.
I'm thinking of adding another, completely different dimension to this.  Literally, a Dimension.
Remember this? (http://ourl.ca/9258)
That's what I plan on adding to this, but instead of reading from wherever in the RAM, there would be two levels developed to work together.
Only downside is, I'll have to come up with a more all-encompassing title :P
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Deep Toaster on May 30, 2011, 04:53:13 pm
This is looking awesome! All those screenshots: flipping back and forth, title screen (great job on porting the menu btw), doors O.O
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: leafy on May 30, 2011, 05:07:07 pm
http://ourl.ca/11078

If you need help I've got it ^^
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on May 30, 2011, 05:18:30 pm
Thanks, but I'm pretty sure I have it down, I'll probably have it fully implemented by Wednesday at that :P
Only part I could see being tricky is that flipping routine runer made--I'd have to preserve both buffers and have it DispGraphrr
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: leafy on May 30, 2011, 05:45:45 pm
I had to use 768 byte appvars. Hope you find some way ^^
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: ztrumpet on May 30, 2011, 06:16:42 pm
You can do three things for that:
1. An appVar like leafiness suggested.
2. Reallocate the Variables elsewhere and use the full length of L1 as a third buffer.
3. Add a Zeros(768)->Place in your code, and then use that data as your third buffer.
Good luck!
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on May 30, 2011, 08:52:43 pm
I'm assuming you're meaning the flipping stuff.  Atm I'm planning on using an external appvar, unless using Zeros() makes it faster.
Btw, there's two buffers to be backed up and be operated on, I'm going to need an extra 2 buffers :P
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Deep Toaster on May 30, 2011, 09:24:30 pm
I'm assuming you're meaning the flipping stuff.  Atm I'm planning on using an external appvar, unless using Zeros() makes it faster.
It does, and it's smaller. Plus it avoids those nasty coincidences where the user already has an appvar with that same name.
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on May 31, 2011, 10:32:51 am
Ok, I'll use that then.

After last night, I now have an almost-fully-debugged level editor (just a few graphical glitches, which don't hinder too much) which can edit both the front layer and the back layer.  MATH goes to a type selection screen.

I'm probably going to need some help figuring out runer's code, adapting it for two buffers...
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on May 31, 2011, 02:33:45 pm
/me hours later
;D

Shifting is bugged because of this, didn't get around to fixing it (tho I know what's wrong)
Also need to do a bit more debugging, but they're mostly random graphic glitches.  There's the one with shifting, which leads to some...interesting results (it doesn't shift the other "dimension" atm, so the whole level layout is temporarily changed)
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: ztrumpet on May 31, 2011, 05:29:54 pm
That looks great!  Wonderful job, Darl! ;D
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Munchor on May 31, 2011, 05:56:54 pm
WOW O.O That is indeed looking awesome, can't wait to play it.
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: TIfanx1999 on May 31, 2011, 06:27:16 pm
* Art_of_camelot likes the"Death Splosion" animation.
Death can be a beautiful thing! ;D
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on May 31, 2011, 06:31:50 pm
Yeah i probably spent a bit too much time on the splat :P
If you watch closely, where the bits of splatter hit the walls/floor/ceiling, they "stick" there...

Anyway got the problem with shifting fixed, and changed the control scheme (up jumps, 2nd shifts, alpha switches).  Pretty much all that's left of the actual game is getting the flipping animation to work...
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: TIfanx1999 on May 31, 2011, 06:34:01 pm
Yeah i probably spent a bit too much time on the splat :P
If you watch closely, where the bits of splatter hit the walls/floor/ceiling, they "stick" there...

Anyway got the problem with shifting fixed, and changed the control scheme (up jumps, 2nd shifts, alpha switches).  Pretty much all that's left of the actual game is getting the flipping animation to work...
Awesome! Glad you got the bugs fixed. ;D
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: leafy on May 31, 2011, 09:05:07 pm
This looks pretty awesome. Great concept, mashing a ton of awesome stuff together ^^
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on May 31, 2011, 10:39:05 pm
Thanks ;D

Shifting works, as well as 4-level grays while shifting.  Also, watch what happens to the speed as the # of shifts rises (specifically, every at 8 shifts and 16 shifts) ;)
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: leafy on May 31, 2011, 10:41:29 pm
Very cool. Hope you get player shifting done soon ^^
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on May 31, 2011, 10:49:50 pm
Player shifting, meaning...?

It works just as well as it did before, there's just a graphic limitation b/c of the 4 levels it looks like the player sprite is flipped or something.  I'm thinking of filling in the middle of the "head" or something for clarity.
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: leafy on May 31, 2011, 10:51:08 pm
Oh never mind I see the player there ^^ very small it is.
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: ztrumpet on May 31, 2011, 10:57:31 pm
Okay, that's tight.  Nice job!
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on June 01, 2011, 12:04:29 pm
Changed sprite a bit.  If only the grayscale didn't mess with the graphics while moving so much...
Shifting now speeds up every 4 shifts, for 3 speeds.

Also, I'm looking for a sort of new name for this, since it's more than just shift now (and it's not out of the question a third element will pop up)
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Stefan Bauwens on June 01, 2011, 03:00:26 pm
That looks awesome Darl. I also LOVE the death-scene. Good luck with it! :)
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on June 01, 2011, 03:15:18 pm
Thanks!

Debugging horizontal spikes atm...have to put in a bunch of exceptions...
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on June 01, 2011, 08:06:30 pm
Horizontal spikes somewhat debugged.  Horizontal interaction is working, but as you can see pretty far into the screenie it's possible to jump up under the left line.  You should also be able to safely stand on top of them as well.

I'm not sure if I mentioned before...
The way the splatter flies around is affected by the y-velocity, depending on how the boom was caused (spikes above, below, self-destruct, etc.)
Also it's changed by whether you're moving left or right or not.

EDIT: screenied a level being played that uses both shifting and switching.
Whee.
btw this is running at 6MHz
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: leafy on June 01, 2011, 10:29:07 pm
Awesome bro.
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Madskillz on June 01, 2011, 11:59:39 pm
Wow, that screen flip effect is cool. Can't wait to see what else you come up with
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on June 02, 2011, 12:08:03 am
Actually I didn't make the effect, bboy had the idea and runer made it in his runer-optimized way. :P
I made the rest, tho ;)
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on June 02, 2011, 06:58:20 pm
Debugged the spike things and made a new tile type.  New tile is like the spikes, but no matter where you touch it you go boom.

EDIT: new tile can be inverted, when inverted it acts as a harmless solid block (unless you shift)
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: TIfanx1999 on June 02, 2011, 07:44:13 pm
Very nice! =)
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: BrownyTCat on June 02, 2011, 08:26:59 pm
Excuse me while I go scream into a pillow to exert the pressure the probable coding methods for this put on my brain.
(AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAHHHHGGG)
Title: THE Dimension Shift GAME?
Post by: Darl181 on June 05, 2011, 05:56:07 pm
I'm kind of deliberating between two different titles..."DimenShift" or "S2".  DimenShift==cross of Dimension and Shift and S2=two S'es: Shift and Switch.

EDIT: or "Dimension Shift"
EDIT2: or "The Game"
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: ztrumpet on June 05, 2011, 05:58:14 pm
What about just "Dimension Shift?"
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on June 05, 2011, 05:59:15 pm
That would work too../me makes poll
EDIT: done.
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Freyaday on June 05, 2011, 07:06:09 pm
What are the F s?
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on June 05, 2011, 08:35:59 pm
What are the F s?
Can you elaborate on that a bit?  Unless that's some outside reference or another--in which case I'll just throw back the 5 (4.5?) D's :P

Unless you mean
I'm kind of deliberating between two different titles..."DimenShift" or "S2".  DimenShift==cross of Dimension and Shift and S2=two S'es: Shift and Switch.

EDIT: or "Dimension Shift"
EDIT2: or "The Game"

Closing the vote sometime tomorrow when I get around to it (don't wait on it :P), btw...I want to actually work on the title screen...
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Freyaday on June 06, 2011, 01:58:18 am
Umm, in the screenie, there are some things that look like F s turned every which way, and I wonder what they are.
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: aeTIos on June 06, 2011, 02:01:32 am
They are spikes.
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: TIfanx1999 on June 06, 2011, 02:54:20 am
Why not just call it Shift+Dimension like the topic title?
Title: Re: Shift+Dimension: Contest Entry 2011
Post by: Darl181 on June 07, 2011, 07:59:25 pm
Added to poll, but it looks to me like "Dimension Shift" is the winner for now...I'll just leave it up :P

Some sort of title screen concept, working off of the common image of "four dimensions".  Doesn't really apply, but doesn't look half-bad either, imho.

EDIT: second draft.  whee..
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Deep Toaster on June 07, 2011, 11:04:36 pm
That title screen looks amazing (love the font). I'd suggest connecting the corners of that hypercube though.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 07, 2011, 11:11:32 pm
Third draft, this time with a *correct* hypercube and shadow-like thingies behind the options as well.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on June 07, 2011, 11:12:38 pm
wait the hypercube didn't change lol
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 07, 2011, 11:13:50 pm
The back parts are connected, they just overlap the back corner of the larger cube.
Anyway, I'm looking for something better than a "hypercube", something that actually has something to do with the game itself :P
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on June 07, 2011, 11:14:24 pm
Something like http://www.deviantart.com/download/112711679/Hypercube_by_hmn.jpg with a guy jumping on top of the boxes? That's what I had in mind
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Deep Toaster on June 07, 2011, 11:16:11 pm
Someone should make a 4-D platformer for this contest <_<
Title: Re: Dimension Shift: Contest Entry 2011
Post by: DJ Omnimaga on June 07, 2011, 11:56:09 pm
O.O

I'm unsure what to say, but this is definitively gonna be a major release for 2011. I like how you combined shift with your other dimension game from a while ago. The speed is very nice too. Nice job :)
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 08, 2011, 12:29:50 am
Something like http://www.deviantart.com/download/112711679/Hypercube_by_hmn.jpg with a guy jumping on top of the boxes? That's what I had in mind
Something like this?
Draft 4 btw ;)
Title: Re: Dimension Shift: Contest Entry 2011
Post by: DJ Omnimaga on June 08, 2011, 12:32:15 am
Wow nice title screen. :D
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 08, 2011, 12:56:28 am
Thanks, all ;D

My favorite so far.  Made the sprite-on-block thingy bigger and spent about 15 minutes cleaning it up.
The lines you see in the options selection area is my idea for a selector.

The only thing I don't really like about it is it looks like the player sprite's curving forward...I've been trying to fix that...almost there

EDIT: fixed minor error...debugging graphics-style :P
EDIT2: here we go...
Going to make program so I can have a calcified screenie tomorrow, with transition from the logo ;D
Title: Re: Dimension Shift: Contest Entry 2011
Post by: DJ Omnimaga on June 08, 2011, 01:09:18 am
Nice, I actually like it larger like that. Does it rotate, by the way?
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 08, 2011, 01:21:34 am
If you mean the box and char then no, idk how that would be possible without using up a ton of memory, not to mention days of debugging x.x

Also if it rotated, I'd have to move it down some because in the rotation part of the sprite would overlap the title.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: DJ Omnimaga on June 08, 2011, 01:34:33 am
Ah ok, I was just wondering :P
Title: Re: Dimension Shift: Contest Entry 2011
Post by: aeTIos on June 08, 2011, 03:27:23 am
It looks really awesome!
Title: Re: Dimension Shift: Contest Entry 2011
Post by: ztrumpet on June 08, 2011, 01:38:16 pm
That looks pretty cool!  Nice job. ;D

If you're still looking for an image, you could always use an optical illusion like this:
Spoiler For Spoiler:
(http://listverse.files.wordpress.com/2007/09/582px-impossible-cube-illusion-angle.svg.png)
Title: Re: Dimension Shift: Contest Entry 2011
Post by: BrownyTCat on June 08, 2011, 09:17:26 pm
Something like http://www.deviantart.com/download/112711679/Hypercube_by_hmn.jpg with a guy jumping on top of the boxes? That's what I had in mind
Something like this?
Draft 4 btw ;)
Delicious eye-candy!
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 08, 2011, 09:40:26 pm
Just implemented to the splash screen.  Now to make it a usable menu :P

Spoiler For edit:
btw "DSSS" stands for Dimension Shift Splash Screen.  Just in case anyone was curious...
Title: Re: Dimension Shift: Contest Entry 2011
Post by: ztrumpet on June 08, 2011, 09:44:21 pm
That looks awesome.  Wonderful job.

Oh, and I know that this was kinda already decided, but I just thought of "Dimensional Shift" and like it even better. :D
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on June 08, 2011, 10:16:36 pm
Love the transition into the menu. This is what makes polished games ^^
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Freyaday on June 08, 2011, 11:56:56 pm
Holy bleeping bleepity bleep! I need to amp up the chrome on Nymless, orz.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Deep Toaster on June 09, 2011, 12:01:43 am
That is beautiful O.O

Stop giving me eyegasms so far ahead of time.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 09, 2011, 02:42:15 pm
Ok, I'll try not to :P

Made it a working menu, then noticed something.
The whole starting sequence altogether is ~5500 bytes.  O.O
there's 768*3=2304 bytes of pic data, but that still leaves ~3200 bytes of stuff, and not much code..

EDIT: seems like Zeros() is adding to the program size... 3200-(768*2)=~1700 bytes of code.  Sounds a bit more likely, but i thought Zeros() didn't add on to the program size that much ???
Title: Re: Dimension Shift: Contest Entry 2011
Post by: aeTIos on June 09, 2011, 02:46:24 pm
awsum, just awsum.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Quigibo on June 09, 2011, 04:04:03 pm
EDIT: seems like Zeros() is adding to the program size... 3200-(768*2)=~1700 bytes of code.  Sounds a bit more likely, but i thought Zeros() didn't add on to the program size that much ???

It adds just as much as any other data.  But if you're using a shell, data won't add to the size limit in Axe 1.0.0, but don't rely on that being out before the contest deadline, I'm hoping it will be though.

Awesome menu by the way!
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 09, 2011, 06:35:57 pm
So I made it copy and such from an external appvar instead of a gdb, then it somehow the front buffer got cleared, tho I spent like 20 minutes reading through the 6-8 lines that take care of that...
Title: Re: Dimension Shift: Contest Entry 2011
Post by: TIfanx1999 on June 09, 2011, 07:18:03 pm
Title screen + intro looks wonderful btw. =)
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 11, 2011, 10:09:02 pm
Atm adding in non-stationary objects.  So, another aspect. :P
Unfortunately, this involves some optimizing, so it's going to be a while...

I'm going aggressive speed gain for now, chaining divisions and such.  Still can't get inData() to work properly :(
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Deep Toaster on June 11, 2011, 11:08:23 pm
Made it a working menu, then noticed something.
The whole starting sequence altogether is ~5500 bytes.  O.O

Whoa, that's a lot... I'd suggest finding some way to compress that, but don't cut down on the awesomeness, either O.O
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 11, 2011, 11:25:55 pm
yeah, i'm trying to find a way to store the stuffs to an appvar instead of using Zeros()
Not working too well, tho...somehow it merged the buffers :P
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 16, 2011, 07:52:12 pm
So I'm adding in manipulable objects atm, and I'm wondering what should happen if it finds itself inside a solid [insert tile type here] upon dimension shifting.

See poll.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on June 16, 2011, 08:13:45 pm
They should explode because real life
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 16, 2011, 08:22:36 pm
Added option.  The problem with that would be that the object might be an integral part of the level...unless it drops out of the ceiling afterwards or reappears after a bit or something like that.

EDIT: btw, they're not explosive.  Unless I were to add multiple types
for now it's like the guy is manipulating a brick or something.

EDIT2: I see an "other" vote, could that person specify what they would like? TIA
Title: Re: Dimension Shift: Contest Entry 2011
Post by: ralphdspam on June 17, 2011, 12:26:15 am
Can't look... Too beautiful to handle...  O.O
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Deep Toaster on June 17, 2011, 12:50:01 am
Go boom. Would be awesomeness.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: TIfanx1999 on June 17, 2011, 03:41:46 am
I really like the idea of freezing it in place until the dimension is shifted again. An additional thought; you could use the clear button to reset the level to default.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on June 17, 2011, 11:57:53 am
Time Fcuk freezes boxes until the dimension is reset, which is a great puzzle-maker. If the boxes are disintegrated (I don't mean explosive tearing parts out of the level, but just they explode into nothingness) that could also make for some very cool puzzles.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 17, 2011, 11:20:51 pm
atm I'm kind of leaning toward the things freezing.  Eventually i might do different types (maybe one a brick, another a ninja-star thing, another a bomb, etc.) but for now, it's a brick.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 19, 2011, 07:46:00 pm
Manipulable object.
For now, there's only one.  Also the check relating to the poll isn't added yet.
Also i made it so when the player goes boom, the parts that fly off stick to solid parts of the map.  Woo.

You may notice the char flashing at some points, as well as the object.  that's b/c for now i have it dispgraphrr while the key is held (so the object isn't picked up one frame, dropped the next, etc.) and the sprites aren't preserved on the buffer.

btw this is in 15mhz mode now.  Every optimization I've tried (except for chaining divisions) bugged and always returned as true or something.  So idk what to do about that.

EDIT:
to do:
make friction slow down the object faster
change the way the player sprite is displayed while holding
fix the bug where the object sticks to the ceiling
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Deep Toaster on June 19, 2011, 07:47:58 pm
You can pick stuff up now? O.O This is gonna be one killer puzzle platformer.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 19, 2011, 11:21:20 pm
to do:
make friction slow down the object faster
change the way the player sprite is displayed while holding
fix the bug where the object sticks to the ceiling
done, done and done.  w00t.

I might make it so it slows down horizontally in the air...I would need to put in some sort of counter tho
Title: Re: Dimension Shift: Contest Entry 2011
Post by: ztrumpet on June 19, 2011, 11:24:59 pm
Oooh, that looks cool! O.O
Nice job! ;D
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 20, 2011, 12:54:20 am
/me just changed the way it throws the thing
What it does now is just multiply the velocity by 2.  So now you can throw it really high, and also you could spike it if you really want to. :P
Just make sure it doesn't bounce off the button you're smashing it on top of no, buttons not implemented yet
Yes, it bounces when it hits the ground now.  A bit more challenging.

Another thing...I recently took out the full and it's still sort of playable, but it can certainly be faster.  I'm using all that I can use from http://ourl.ca/8520, but it's still noticeably slow...are there any other general tricks for speed?
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on June 20, 2011, 01:00:42 am
Sometimes it just can't go any faster. Or you can ask runer and he'll make it 10 times faster in half the size :P
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 20, 2011, 01:04:08 am
...but the problem is, it's a contest :P

So I'm looking for more general rules of thumb (if they exist) simple enough to implement on my own.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Compynerd255 on June 20, 2011, 11:21:54 am
With regards to optimizations, make sure you are using the latest version of Axe. 0.5.2 had problems with constant auto-opts, if you are using that feature.

With regards to the poll, I voted "go boom." Basically, two pieces of solid matter should not occupy the same coordinates in space time, so both should be destoryed explosively (if such a thing is possible). This could have a puzzle aspect to it, as in there is no way to pass through the solid matter without doing this - not to mention you could compete visually with the explosive contest entry. :) Another thing you could do is simply disallow dimension shifting while an object is in solid matter (the shift button won't work).
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on June 20, 2011, 11:44:40 pm
But if you were swapping between dimensions, it would be like leaving an item behind on another dimension while branching to an alternate one. Think of leaving your backpack on a taxi while jumping out the window into a convenient car, your backpack doesn't blow up.

ORLY
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Compynerd255 on June 21, 2011, 10:34:31 am
But if you were swapping between dimensions, it would be like leaving an item behind on another dimension while branching to an alternate one. Think of leaving your backpack on a taxi while jumping out the window into a convenient car, your backpack doesn't blow up.

ORLY
But, in this game, the backpack shifts with you, and there might not be enough room in the convenient car for your backpack.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on June 21, 2011, 10:44:48 am
The backpack doesn't shift with you. It's stuck in another dimension which has its image conveniently projected on the present one.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Deep Toaster on June 21, 2011, 05:02:28 pm
But if you were swapping between dimensions, it would be like leaving an item behind on another dimension while branching to an alternate one. Think of leaving your backpack on a taxi while jumping out the window into a convenient car, your backpack doesn't blow up.

ORLY

But we're talking about jumping into a convenient car that's completely full ... wouldn't work there.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on June 22, 2011, 10:45:43 pm
Oh right the object moves independently of which dimension it's in. Hmm.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 22, 2011, 10:47:02 pm
The object (backpack? wut) switches with you.  I might to be able to get explosions somewhat working, but parts of the physic system wouldn't really agree with it (ie the player's horizontal movement is directly controlled by the keys)

Unfortunately I haven't been able to get much done with this over the past few days../me mumbles something about road trips
but I made some sort of level where the object is to throw the thingy around into holes and bouncing off of walls and such.  I'm getting pretty good at it ;D
inb4 I try to screenie in wabbit and epic fail...

EDIT: screenie.  running in 6mhz ;D
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 23, 2011, 10:36:32 pm
Looks like it's down to 2 options...edited poll.

Also looking for more tile types.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: DJ Omnimaga on June 23, 2011, 10:40:23 pm
Hmm... when you finished this, once August 1st hits you should release the source in public so someone can make a basket ball game or something using the object manipulation stuff O.O

Also it looks awesome, as always :)
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 23, 2011, 10:45:10 pm
I have the object physics separate actually, as a OBJPHYS.8xp...

Tho it's kind of specialized atm regarding detection and such, but I can edit a few things and release it ;)

EDIT: there's an idea..."Axketball" or something
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Munchor on June 24, 2011, 07:37:32 am
I have the object physics separate actually, as a OBJPHYS.8xp...

Tho it's kind of specialized atm regarding detection and such, but I can edit a few things and release it ;)

EDIT: there's an idea..."Axketball" or something

That's a very good use for this routine, nice job with it :D
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 24, 2011, 10:59:32 am
I've since added the ability to choose where the object originates in the level.  I'm thinking of developing a better UI for the editor, atm it's kind of messed up (you have to memorize the something like 8 buttons atm :P
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 27, 2011, 10:44:56 pm
Atm I'm implementing options to the editor:  whether the player is allowed to shift and/or switch.

While I'm doing that, feel free to throw out anything you'd like to see in this (keep it realistic, tho :P)

Planned/thought about (mostly tiles) :
tile solid to player, air to object
vice-versa of above
tiles that create force on object (ie if it goes in a down tile it's vert velocity is set to the max downward, 32 (all 4 directions))
one-way tiles, might have trouble spriting (tile animations are pretty much out of the question with 4 level grayscale unless i went to 15 mhz)
switches, doors
multiple objects?
8*8 graphics with either
    smoothscrolling or roughscrolling

EDIT: also it looks as if "go boom" is going better in the poll.  what should happen afterwards?

EDIT2: also I'm trying to wring out this completely random bug...I think i know what's causing it but the easy way to fix it would also be a good way to slow the engine down: recompute a few coordinates for detection x.x
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Compynerd255 on June 28, 2011, 08:09:48 pm
Also it looks as if "go boom" is going better in the poll.  what should happen afterwards?
If the item is in the solid object, it should explode and destroy blocks in the immediate vicinity, then regenerate at its original location. This could be used as a puzzle element (the only way to get through a certain block complex is to destroy it, for instance).
But if you are in the solid object, you should die, and the level should restart.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 28, 2011, 08:13:09 pm
Sounds good, editing the map might be tricky, but possible.

Also btw I'm not sure how possible it will be to have an explosion per se while the game is going, unless I redrew the level every frame.  I'm still working in 6mhz, so that would cause major slowdown x.x
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on June 28, 2011, 08:56:00 pm
Darl couldn't you just, when all the objects are not yet drawn, delete pixels or RectI( from whichever buffer you're working with? I agree, that would be an awesome gameplay element ^^
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 29, 2011, 08:02:11 pm
What i meant was a real explosion effect would probably be impossible in 6mhz without the game going at about 3/4 of the fps it's going now (unless runer was involved :P).
Not to mention how larger it would make it x.x

Simply making the box disappear is easily doable.
So, make box disappear and respawn at set point it is. (unless there's another good idea out there)

This means I'll have to make some indestructible blocks or something, b/c otherwise it would be possible to beat pretty much any level just by blasting your way through it if the object exists :/
(yes, planned option is whether object exists or not)


Designing a simple GUI for the editor atm.  So many options... 0.o
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Compynerd255 on June 29, 2011, 08:25:31 pm
What i meant was a real explosion effect would probably be impossible in 6mhz without the game going at about 3/4 of the fps it's going now (unless runer was involved :P).
Not to mention how larger it would make it x.x
Notice that Builderboy's explosions are simply concentric circles with lines sticking out that only appear for 1 frame, along with a little screen shake using z-indexing (LCDKit).
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 29, 2011, 08:37:15 pm
True.  But idk if there's a way to XOR circles and/or lines, else I would have to redraw a buffer (or both) and that would be quite the pause x.x/me wonders how builder did it..
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Runer112 on June 29, 2011, 08:40:23 pm
I believe Builderboy stores the tilemap image in a buffer other than L₆, probably L₃. He can then use RecallPic every frame to recall the tilemap image to L₆, overwriting any sprites/circles that may have been drawn last frame.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on June 29, 2011, 08:47:46 pm
^That's also how I do it.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on June 29, 2011, 09:24:36 pm
:headdesk:
Hm since I'm using both buffers and the program is getting rather large as it is (~11k) I'll use an appvar or something rather than Zeros() .  w00t.
Actually I already have two extra buffers for the flipping thing...imma use that and save a few bytes ;D

Ok, this is doable now.  I'll probably just use vertical +/- since I'm using RecallPic when needed anyway.
[/train of thought]
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 01, 2011, 03:04:07 pm
I was wondering...
If I re-used the Tio tile selector (my own code) for the level editor, would that have a negative effect on the originality score?
Specifically a really modified version of this: (code from pre-050 or whenever closing parenthesis were suddenly needed more than before or whatever)
Spoiler For big wall of code:
:Data(1,2,3,4,5)→GDB01
:"FIRST ITEM OF FIRST ROW"→Str1
:"SECOND ITEM"
:[00]
:"THIRD"
:[00]
:"ETC"
:[00]
:Data(1,3,3,7)→GDB02
:"SECOND ROW"→Str2
:"WOO"
:[00]
:Data(6,5,5,3,6)→GDB03
:"YAY THIRD ROW"→Str3
:"SO YEAH"
:[00]
:"THE GAME"
:[00]
:.************
:.stuff here, main loop etc
:.************
:If getKey(47)
.still in main loop
:0→N→O
:Copy(L6,GDB6,768)
:ClrDraw
:Fix 5
:Text(3,2,"ROW 1"
:Pt-On(1,10,Pic01A
:...
:Pt-On(6,10,Pic01B
:Text(3,20,"ROW 2"
:.Pt-On(1,28,Pic02
:Text(3,38,"ROW 3"
:.Pt-On(1,46,Pic03
:...
:Text(3,55,"FIRST TILE TITLE GOES HERE"
:While getKey(47):Pause 10:End
:Repeat getKey(54) or (getKey(15)) or (getKey(47)
:Pt-Change(N*5,O*18+9,Pic1ES
:.Pic1ES is selector pic
:DispGraph
:Pt-Change(N*5,O*18+9,Pic1ES
:Repeat getKey(54) or (getKey(15)) or (getKey(2) xor (getKey(3))) or (getKey(1) xor (getKey(4)))
:End
:If getKey(1) or (getKey(4):Pause 100:End
:O+getKey(1)-getKey(4)→O
:If O>>2:0→O:End:If O<<0:2→O:End
:N+getKey(3)-getKey(2)→N
:!If O
:.IN FIRST ROW
:If N<<0:5→N:End:If N>>5:0→N:End
:.0 IS MIN W/E MAX IS PUT THERE
:Str1→C
:End
:!If O-1
:.IN SECOND ROW
:If N<<0:6→N:End
:If N>>6:0→N:End
:Str2→C
:End
:!If O-2
:.THIRD
:If N<<0:7→N:End:If N>>7:0→N:End
:Str3→C
:End
:Pause 200
:N→A
:For(B,1,A
:length(C)+C+1→C
:End
:Rect(3,55,90,7
:RectI(3,55,90,7
:Text(3,55,C
:End
:ClrDraw
:Copy(GDB6,L6,768)
:DispGraph
:!If getKey(15)
:!If O
:{N+GDB1}→θ
:End
:!If O-1
:{N+GDB2}→θ
:End
:!If O-2
:{N+GDB3}→θ
:End
:End
:While getKey(54):Pause 10:End
:If getKey(15)
:While getKey(15):Pause 10:End
:End
:Fix 4
:End
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on July 01, 2011, 03:36:03 pm
Nah, I don't think so.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: shmibs on July 01, 2011, 05:02:50 pm
Quote from: contest rules
6: You are not allowed to enter a project that was started prior the start of the contest. You can use code, images and ideas from it, though.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 01, 2011, 05:03:35 pm
So it's allowed, but I was wondering how it would impact the score.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 02, 2011, 12:47:42 pm
Progress being made.  Mostly under-the-hood fixes, but the game will run noticeably faster due to re-worked collision detection and the editor is almost fully debugged and functioning with a sort-of shiny tile selector, just need to make/apply options and allow support for multiple levels. Expect a level differentiating system similar to Tio, as in DSLvl00 DSLvl01 DSLvl42 etc
Title: Re: Dimension Shift: Contest Entry 2011
Post by: shmibs on July 02, 2011, 01:32:38 pm
Darl, it isn't as if you're copying over entire plot elements/tilesets from another game. you're using a single routine which you wrote yourself, so i don't think there will be any penalty.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 03, 2011, 12:34:21 pm
Yeah, i was just wondering about the impact on the score...

Anyway, made a few screenies yesterday and today.
In order:

Object getting stuck inside a wall and exploding (didn't get map modifying done yet but it's coming).  Afterwards it returns to where it started.
The explosion is a bit drawn out, I might change it so it's a not as long.  Also I need to fix the camera shake, fsr it spends more time up than down 0.o
Also the screenie shows that when the person finds himself inside a solid block, he explodes as well.
Btw I was thinking of changing the object manipulating key from [MATH] to down, blockdude-style I guess :P but I kept doing it by reflex in the emulator so i was wondering what the forum opinion would be on that.
Another edit: the old bug that this had and Tio still has where the char goes into the side of the block and jumps up from there has been fixed by the collision reworking from a few days ago.  It's first demonstrated in this screenie.

Selector thing in the editor.  Top row is normal, bottom is inverted.  I might take out the bottom row just b/c the text on the bottom labels it clearly enough :P
There's a bug in the actual editor that I fixed last night, a somewhat boneheaded mistake regarding key detection.  So where it obviously bugs in the screenie, that's been fixed ;D

The splash screen and main menu again.  This time, though, it's possible to skip straight to the menu from whatever part of the animation.  So yeah.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: jnesselr on July 03, 2011, 12:51:43 pm
That looks pretty awesome!
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 03, 2011, 11:51:43 pm
/me has square-erasing explosions working now :D
I plan on making an indestructible block (or making the default indestructible and creating a breakable block) so levels aren't a pushover.

I'm running into one problem after another when shifting and the object are combined...I'm thinking for the contest when one is enabled, disable the other so I'm not spending the rest of the time debugging things related to that :P

What's been slowing me down the most is trying to make monochrome, non-animated, 4*4 sprites that are distinct from each other...like, how do you sprite the point where the ball respawns? :/
Title: Re: Dimension Shift: Contest Entry 2011
Post by: XVicarious on July 04, 2011, 12:50:57 am
Add an extra dimension.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 04, 2011, 11:55:02 am
Having three dimensions would be stressing the engine even more than it is now and even two dimensions would create plenty of challenge for the avarage person ;)
Plus, 9-level grayscale or whatever it would be would be somewhat impractical, esp. for calcs with cheap lcd's...

I thought about it when I first started with the dimensions, but ultimately decided against it.

Development-wise, I'm changing the level appvar a bit (one byte in front instead of 2, there's now an object respawn tile so I just need to enable an option and search for it)
Also finished putting in both object respawn and explodable tiles in the editor.  Nvm that it took only like five lines and one condition each, it's done. :P
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 05, 2011, 01:41:30 am
So I got bitwise storage done today...w00t

Just few little changes and i can go on adding stuff, prolly next up is animated tiles ;D
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 07, 2011, 08:49:08 am
Under-the-hood fixes, random bugs regarding bitwise reading, fun stuff :P

Anyway, I'm just about done with the options.  Fsr the game doesn't detect when they're activated even though the exact same thing seems to work in small test programs...a la inData(). >:(
Not a hard transfer to bytes but still...why does this keep happening... :/
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Freyaday on July 07, 2011, 03:54:42 pm
I use variables as flags, if that helps any.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on July 08, 2011, 11:36:17 pm
Darl when you drop the pack thingy when it's over a wall, does it bump out properly?
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 09, 2011, 12:26:21 am
It bounces for a bit, if that's what you mean.  It appears to settle after a bit, but when dropped from a distance it's obvious that it's doing what it's supposed to ^_^

I haven't changed it much--watching this old screenie closely it's accurate enough.
(http://www.omnimaga.org/index.php?action=dlattach;topic=8474.0;attach=8269;image)
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 11, 2011, 03:44:30 pm
Stuff.
Down key picks up object, as well as [math]
Explodable tiles (normal tiles are indestructible)
  Explosion in normal tiles, just lines
  Explosion in explodable tiles, dots--"debris" or whatever
[Y=] in-game causes quick restart
Visual object respawn point (doesn't show in-game but in editor)
Options in editor..
   Allow shifting
   Allow switching
   Enable object thing
   Random message thing
Menu is in source code, just a big giant comment block for now
Fixed some random graphic glitches in editor
Under-the-hood stuff, runs faster
Level is kept archived, preparing for multiple-level support


I've been working on a sort of main menu for the editor, kind of like the Tio one but it looks cleaner
Idk what options to make for the game...
Still haven't put in animated tiles..

What I plan on doing next: either..
  switches and doors or
  multiple object things (come to think of it it's pretty much already done that way, using  a GDB (easily migratable to L1 or something)

Also need to make tile selector more responsive at some point, it's pretty obvious atm how you need to hold down 2nd or clear to make stuff happen

So yeah, expect some more stuff in the near future :)

EDIT: btw in the options screen, there's these pixels that change on top.  Ignore them, that was for debugging.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: leafy on July 11, 2011, 04:00:35 pm
Sounds awesome ^^ This project looks really great.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Compynerd255 on July 11, 2011, 05:00:43 pm
Okay, now that looks awesomely cool! I can't wait to see more! One suggestion: draw concentric circles along with lines in the explosions, because it looks even better that way. The explosions still look awesome, though.

Also: what is the difference between shifting and switching?
Title: Re: Dimension Shift: Contest Entry 2011
Post by: ZippyDee on July 11, 2011, 05:57:42 pm
Okay, now that looks awesomely cool! I can't wait to see more! One suggestion: draw concentric circles along with lines in the explosions, because it looks even better that way. The explosions still look awesome, though.

Also: what is the difference between shifting and switching?
I completely agree. I think maybe just one or two circles would look best.
And yes...what is the difference between shifting and switching?
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 11, 2011, 06:01:47 pm
Shifting is when you go into the ground as if it's air, and air becomes ground.
(http://www.omnimaga.org/index.php?action=dlattach;topic=8474.0;attach=7928;image)

Switching is going from one "dimension" to another.  What you see in the screenies above this post is switching.
(http://www.omnimaga.org/index.php?action=dlattach;topic=8474.0;attach=7971;image)

They can be used together for puzzles and stuff.
(http://www.omnimaga.org/index.php?action=dlattach;topic=8474.0;attach=7989;image)

All of these screenies are old btw. Actually, they happen to be in order, oldest to newest.  Woo.  Still old =P

And yeah, I had the circles in originally but then took them out for the dots, then made the dots exclusive :P
I'll put them back in and see how they look.  It might be the circles for just the indestructible blocks, so both explosions take about the same amount of time without having to manipulate the For() loop..
Title: Re: Dimension Shift: Contest Entry 2011
Post by: ZippyDee on July 11, 2011, 06:59:45 pm
WHOA WAIT, WHAT??? THIS IS BOTH??? THAT JUST MADE IT 19028739432 TIMES MORE AWESOME!!

I thought you had ditched the first concept entirely. I was interpreting "Dimension Shift" to be referring to "Shifting Dimensions," not "Shift and Dimensions"
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 11, 2011, 07:04:46 pm
Yes, it's both. ;)
That is, if they're both enabled via the options.

The reason you haven't seen much shifting lately is b/c shifting and the object bug when put together for now, and I've been working mostly on the object stuff :P

EDIT: just had an idea for shifting+objects...so I might fix that up soon.  I'd just need to write some subroutines or something specifically for the objects and a bunch of if-statements... :)
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 14, 2011, 04:28:33 pm
I'm close to having this stuff done enough...just need to debug this random thing with location storage and write up a system for the objects in solid area (pretty much just copying If statements and changing numbers)

As for levels, expect one included level and a level editor.  That's about the amount of time I have. :P
Title: Re: Dimension Shift: Contest Entry 2011
Post by: TIfanx1999 on July 14, 2011, 08:15:39 pm
I think it might be a good idea to try to squeeze out another level or two for inclusion with your entry. Regardless though, it's still a cool looking game. =)
Title: Re: Dimension Shift: Contest Entry 2011
Post by: JustCause on July 14, 2011, 08:16:45 pm
WHOA WAIT, WHAT??? THIS IS BOTH??? THAT JUST MADE IT 19028739432 TIMES MORE AWESOME!!
Seconded so very, very much. I hope you manage to get everything polished before the contest deadline! GO DARL!/me waves flag with Darl's avatar on it
Title: Re: Dimension Shift: Contest Entry 2011
Post by: fb39ca4 on July 14, 2011, 08:47:16 pm
Your avatar should be put on an actual flag.
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 14, 2011, 09:09:33 pm
Lol thanks..

I'm getting closer to figuring this out I think.  At least, when I recall the values later one of them is correct (the other is 0) :P
btw it slows down big time when there's more than, say, 2 objects.  So what I might do (if I have enough time to put in the menu and make an options thing) is put in an option to run in full speed mode.

EDIT:
Ok, I'm going to start banging my head on a wall whenever I think of these bugs in retrospect.  It was as simple as using the wrong var in a For() loop and it overwrote a var x.x
EDIT2: FIXED! :w00t:
Title: Re: Dimension Shift: Contest Entry 2011
Post by: TIfanx1999 on July 15, 2011, 02:46:57 am
It's great that you were able to catch it. I hate stupid bugs like that where you keep trying to rewrite or fix the code only to realize it was something something simple. XD
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 15, 2011, 01:35:53 pm
Yeah...
Just did an all-nighter.
Editor now has a main menu and support for up to 100 levels.  Game has same compatibilities.
The fancy menu thing from before, done.
Help section on-calc, controls and such

The game weighs in at about 20K bytes now O.O
Title: Re: Dimension Shift: Contest Entry 2011
Post by: Darl181 on July 22, 2011, 05:46:58 pm
Almost done with the level selector.
It's somewhat like the TWHG one, as in it loads the level and displays a scaled-down version of it.
Working good so far, tho it's about 1kb.  The current level select is prolly about 400.

I think I'm going to put this out for optimization, because unless I get the filesize down a bit I'm going to have to shelve it soon :/
Title: Re: Dimension Shift
Post by: Munchor on July 24, 2011, 09:36:27 am
I tried DS for judging the contest, but I failed at running it. The level editor I could (DSE.8XP), but when I load DS into the calculator, it just doesn't appear on programs.

Anything I may be forgettings Darl?
Title: Re: Dimension Shift
Post by: Darl181 on July 26, 2011, 12:45:18 pm
Well, it's really big  so make sure you have enough memory wherever to receive it.  Even the size a VAT can get on an SE is enough to make it impossible to send/run.
Title: Re: Dimension Shift
Post by: Munchor on July 26, 2011, 12:46:00 pm
Well, it's really big  so make syre you have enough memory wherever to recieve it.  Even the size a VAT can get on an SE is enough to make it impossible to send/run.

Yeah I managed to do it and already judged your entry ;)
Title: Re: Dimension Shift
Post by: DJ Omnimaga on September 04, 2011, 11:11:09 pm
By the way this was awesome. I hope you finish it :)
Title: Re: Dimension Shift
Post by: Freyaday on September 05, 2011, 11:01:34 am
And make some rooms with both shifting and dimension switching in them! Pretty please?
Title: Re: Dimension Shift
Post by: Darl181 on September 05, 2011, 11:39:59 am
There are levels with both...it's just that one or the other is disabled in some levels.
Title: Re: Dimension Shift
Post by: Darl181 on January 24, 2012, 11:53:54 pm
Download (http://www.omnimaga.org/index.php?action=dlattach;topic=9514.0;attach=8646)

(http://www.omnimaga.org/index.php?action=dlattach;topic=8474.0;attach=8569;image) (http://www.omnimaga.org/index.php?action=dlattach;topic=8474.0;attach=7989;image) (http://www.omnimaga.org/index.php?action=dlattach;topic=8474.0;attach=8450;image)

(post made to sort of summarize, linked to in sig)
Title: Re: Dimension Shift
Post by: hellninjas on January 25, 2012, 12:05:24 am
I used to play this game on the computer all the time! Thanks for bringing this great game back! With what seems to be an awsome twisT!
Title: Re: Dimension Shift
Post by: Freyaday on January 25, 2012, 11:21:51 pm
Oh! I thought this had gone and died! yay for not dying!
Title: Re: Dimension Shift
Post by: Darl181 on January 25, 2012, 11:50:09 pm
Just to clarify I'm not picking it back up (at least not now...?), I just made a post with screenies and a download to link to from my sig.  See the small text :P
Title: Re: Dimension Shift
Post by: Deep Toaster on January 27, 2012, 05:54:45 pm
Now someone should port this (dimensions and all) into Flash.
Title: Re: Dimension Shift
Post by: DJ Omnimaga on April 04, 2012, 04:50:08 am
Is this an updated version to the contest entry btw? (Axe Contest) Btw it really looks nice. Are you planning to put it in the staff downloads section?
Title: Re: Dimension Shift
Post by: Jonius7 on April 04, 2012, 04:53:04 am
Is this an updated version to the contest entry btw? (Axe Contest) Btw it really looks nice. Are you planning to put it in the staff downloads section?
This definitely does look like it as I see ephan saying words like judging and contest.
Lol necropost DJ_O
:P
The graphics in this game look great, I haven't played the PC version though.
Title: Re: Dimension Shift
Post by: Darl181 on April 04, 2012, 11:19:19 am
All it is is I made a post that had both a link to an existing download (http://ourl.ca/12111) and screenshots in the same post, so I could easily link to it from my sig. :P
I'm been considering picking this up at some point or another to optimize or something, but I have no idea how long Essence is going to take atm. :/
Title: Re: Dimension Shift
Post by: DJ Omnimaga on April 04, 2012, 02:53:00 pm
AH ok, but I wondered if it wouldn't be best to also put a copy here? http://www.omnimaga.org/index.php?action=downloads;cat=29