[14:22:21] <+OmnomIRC> (O)<Deep Thought> http://img.removedfromgame.com/imgs/7-1-11.gif [14:23:11]
<+OmnomIRC> (O)<Darl181> fancy pants thing i guess? [14:23:35]
<+OmnomIRC> (O)<Deep Thought> Darl: Yep, contest entry.
it looks sort of like n. will there be wall jumping and such?
Cool! The suspense builds... In the screenshot I noticed it seemed like there was a little pause when you would slow down, then reverse, when you changed directions. I like that in games. Alot
Now that is really cool :) nice work on this, do you think you'll be able to get it finished in time for the contest deadline? If you can imagine that you'll go far with this.
Which reminds me: Anybody got a masked line routine lying around? ;DMasked line? How do you mask a line?
Which reminds me: Anybody got a masked line routine lying around? ;DMasked line? How do you mask a line?
ASM code must not compose more than 10% of your program code and the only allowed way to use assembly is via the Asm() command. The remaining 90% must be Axe or Axiom code. (See previous rule for Axiom information). Other languages such as TI-BASIC are NOT allowed.
Hmm...some of the physics look a bit off- are you planning to implement realistic gravity?Hmm, what do you mean? I can't tell the difference lol, need a second opinion.
Every level is (er, will be) broken down into "sectors" of 96x64 pixels. The map is stored as lines (init point-vector), each wholly contained within a sector.So will it not scroll?
I think one thing is that it doesn't seem to get to a high enough speed to look realistic. As he falls it starts to speed up a bit, but then it hits a cap and looks like he's just kind of floating down.Hmm...some of the physics look a bit off- are you planning to implement realistic gravity?Hmm, what do you mean? I can't tell the difference lol, need a second opinion.
Every level is (er, will be) broken down into "sectors" of 96x64 pixels. The map is stored as lines (init point-vector), each wholly contained within a sector.So will it not scroll?
I think one thing is that it doesn't seem to get to a high enough speed to look realistic. As he falls it starts to speed up a bit, but then it hits a cap and looks like he's just kind of floating down.Hmm...some of the physics look a bit off- are you planning to implement realistic gravity?Hmm, what do you mean? I can't tell the difference lol, need a second opinion.
Oh, it will. The screen can overlap four sectors at a time.Ah, so you will be using clipped line routines for that, I guess.
Oh, right, I set the gravity a bit too low. It's real acceleration but you can't see it lolAh, that would do it!
Oh, it will. The screen can overlap four sectors at a time.Ah, so you will be using clipped line routines for that, I guess.
Might I make a suggestion that you have probably already thought of?
After playing a bit of Fancy Pants, I realized that one of the things that makes it so awesome is the changes in depth. I was looking at it, trying to figure out how exactly he implements it, when I realized that lines at varying depths have a small separation between where it really starts and where it looks like it starts. If this doesn't completely make sense, let me know and I can show you what I mean.
That's how it works in the actual game. If DT's port is preserving momentum the way I think it is, it should look just fine. This assumes that, for the most part, you are not playing the game by moving one step at a time (as that would completely defeat the purpose of the awesome physics). If you're actually running off of it, you'll continue forward and land on the top of the hill.
EDIT: Just to be clear, the lines that I drew in the actual Fancy Pants screenshot (the red lines) are the actual collision lines for the game itself (or as close as I could draw to where the lines are). I wasn't just making those lines up, I walked through and checked for where the boundaries are.
Also, Deep Thought, this would require having uni-directional walls. I don't know how easy or hard that would be with your current set-up, or whether you've already thought of that.
You should try to make the FPA-man spinning while falling down after running a half looping
It looks bad if the fpa man falls down upside down, and then spins around, when touching the ground.
but everything else looks GREAT!!
Gotcha, thanks. Is that world two?Yep.
Already got those ;) That's what I was thinking of for those "fake walls" -- just have part of the wall face the other way. That means that you won't be able to walk in the other direction, but I think walking the other way is rare enough that no one would notice.Hmm...I don't know how your section data is organized, but I was thinking that for each section you could have something like:[number of lines total][number of collision lines][collision line data.........][rest of non-collision lines......]
Gotcha, thanks. Is that world two?Yep.
And it would draw ALL the lines, but only calculate collisions for the collision lines. Again, I don't know your structuring for each section, so that might not work. That's how I would do it though.
It might be easier if you draw all the collision lines on the front buffer, then draw in the pretty stuff on the back buffer and use the front buffer for detection.
I was just using that as an example of a place where that occurs. As far as I know that exists in world 1 as well.Gotcha, thanks. Is that world two?Yep.
I'm keeping it world one for now :/
No, it looks more like the issue is with detecting the endpoint collisions. It looks like it's not detecting the endpoints there, so it's just falling through.
Thanks for those pics, p2!
Haven't added them in yet, but here's a screenshot of my progress on level 1:
(http://img.removedfromgame.com/imgs/71411.gif)
Bugs still there :( But hey, I got springs working!
EDIT: :W0000T!!!!!111: (seems like that's not a smiley) I FIXED IT D:D:D:
EDIT2: Sorta:
(http://img.removedfromgame.com/imgs/0-71411.gif)
8: Help is allowed, as long as you respect rule #7. Also keep in mind that usage of other people's code may affect your originality score considerably.
You better finish this game even if it's not in time for the competition. I can't wait to play it!
Those physics look bloody amazing! There's only the slight problems with perpendicular walls, but overall this looks bloody great!
It looks to me like the person should get impaled on that hill thingy that takes up half the screenie, but that could be just me :P
Awesomeness. I'm guessing you're putting in this demo for the contest?
The only possibillyties to fix this bug are:Wouldn't it be possible to check for more than one pixel when falling?
-Making the lines 2 Pixels bold
-Slow down the falling
Quote error lol ^^And edit-ninja'd ;)
You can fall through platforms. That's the bug.Oh no, it's a lot more complicated than that. In fact, it doesn't matter really how far you fall. There are problems where you're walking on the line and fall through, and other cases when you fall on the floor at 12 pixels a frame and land fine. This is because I'm not testing by pixel at all (it's ridiculously messy to do so when you've got walls in every conceivable direction), and even if I were I'd use a loop to go through all of it.
If you are falling, you sometimes fall down faster than one pixel per step / picture.
That's why the bug is there:
If you are one pixel befor colission with the line, and you fall down 2 pixels, then you're under the line, so that it won't stop you.
-Making the lines 2 Pixels boldFalling accelerates. In the beginning he falls for half a pixel, then gradually increases in speed to whatever, so that wouldn't work anyway.
-Slow down the falling
I'm disappointed that it's not going to be continued, because it clearly has potential.
...
I hope that even though Deep Thought isn't continuing it, someone will step up and complete the game.
Has great potential. Hopefully will be continued after contest.
I don't understand it, too.
Only DeepThought knows!
But he won't continue it. :'(
((X1 - X0)*(x - X0) + (Y1 - Y0)*(y - Y0))/((X1 - X0)² + (Y1 - Y0)²)->a
if (0<a and a<1 and ((x - X0 - a*(X1 - X0))² + (y - Y0 - a*(Y1 - Y0)))² <= colradius²)
then
;react to collision
end
Here is some code:I used a different routine in FPA. No squares/roots :w00t: Thanks to Quigibo for this (http://ourl.ca/11709/221149).
(x,y) = position of player
(x0,y0)(x1,y1) = line to check
colradius = radius of playerCode: [Select]((X1 - X0)*(x - X0) + (Y1 - Y0)*(y - Y0))/((X1 - X0)² + (Y1 - Y0)²)->a
if (0<a and a<1 and ((x - X0 - a*(X1 - X0))² + (y - Y0 - a*(Y1 - Y0)))² <= colradius²)
then
;react to collision
end
that should check if the player collides with the given line.
I tried going to the official website and it froze every time I pressed a key in the game. That's why I linked the other one, not trying to crash people's browsers :PYeah, there are focus issues with flash and the other scripts on the page. You can't play them on the official site :\
Should I upload them?
It's not really legual, but I can do it. (world 3 - because you can't play it)