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.
You have to solve the problem in Tic-Tac-Toe explained in War Games somehow.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.Can you elaborate on what that is a bit? TIA
Basically, look up "Tic-Tac-Toe impossible" or something.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
Judging by the poll, 8*8 it is. Now to start spriting and adapting.Builderboy made an 8*8 Shift clone. I'm sure you could use his sprites if you asked him.
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 andwacky fun randomnumbars and I'm set ;D
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...which easily works with 8*8 and I'm trying to figure out how to animate it.
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
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 thoughOk, I think I know what to do with that now ::)
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.
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.
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)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
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 MonroeSomething 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.
You can make the flipping animation twice as fast by changing this line:I think that would look better. :) IMO
-128-2→θ
To this:
-128-4→θ
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. :)
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. :-\
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.
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.
Yeah i probably spent a bit too much time on the splat :PAwesome! Glad you got the bugs fixed. ;D
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...
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
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"
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 mindSomething like this?
Delicious eye-candy!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 mindSomething like this?
Draft 4 btw ;)
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 ???
Made it a working menu, then noticed something.
The whole starting sequence altogether is ~5500 bytes. O.O
to do:done, done and done. w00t.
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
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.But, in this game, the backpack shifts with you, and there might not be enough room in the convenient car for your backpack.
ORLY
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
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
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).
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).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).
Not to mention how larger it would make it x.x
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.
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.I completely agree. I think maybe just one or two circles would look best.
Also: what is the difference between shifting and switching?
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
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.
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.