Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Deep Toaster on July 01, 2011, 04:30:45 pm

Title: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 01, 2011, 04:30:45 pm
FINAL UPDATE: http://ourl.ca/11871/228388

(http://www.omnimaga.org/index.php?action=dlattach;topic=9274.0;attach=8631;image)

Spoiler For Original post:
(http://img.removedfromgame.com/imgs/7-1-11.gif)

Not much, but it kinda works.
Title: Re: DT's 2011 contest entry (hopefully)
Post by: XVicarious on July 01, 2011, 04:46:46 pm
looks interesting. Hopefully you can get it done on time
Title: Re: DT's 2011 contest entry (hopefully)
Post by: mrmprog on July 01, 2011, 04:49:57 pm
Spiffy. Can the sprite be rotated at any angle, or is it set?
Title: Re: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 01, 2011, 04:50:52 pm
Set. Sixteen angles of rotation, 8x12.
Title: Re: DT's 2011 contest entry (hopefully)
Post by: mrmprog on July 01, 2011, 04:54:46 pm
So is this game going to be like a platformer with angles?
Title: Re: DT's 2011 contest entry (hopefully)
Post by: shmibs on July 01, 2011, 04:57:16 pm
it looks sort of like n. will there be wall jumping and such?
Title: Re: DT's 2011 contest entry (hopefully)
Post by: mrmprog on July 01, 2011, 05:00:01 pm
I see, N is a game. I didn't get that at first. The whole concept of the tilted sprites is something that could be expanded on greatly. Some pretty epic stuff will follow this I am sure. :)
Title: Re: DT's 2011 contest entry (hopefully)
Post by: Darl181 on July 01, 2011, 05:02:14 pm
Quote from: IRC
[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.

Can't wait to see what this turns out like ;D
Title: Re: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 01, 2011, 05:04:12 pm
it looks sort of like n. will there be wall jumping and such?

Based off the best flash game series in the history of the world (http://armorgames.com/play/301/fancy-pants-adventures), world one.

No wall jumping, sorry :(
Title: Re: DT's 2011 contest entry (hopefully)
Post by: XVicarious on July 01, 2011, 05:05:06 pm
Aw pfft. I knew it looked familiar! Kinda like p2's avatar correct?
Title: Re: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 01, 2011, 05:07:43 pm
Indeed. p2's been helping me a lot with level graphics and suggestions.
Title: Re: DT's 2011 contest entry (hopefully)
Post by: mrmprog on July 01, 2011, 05:08:56 pm
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
Title: Re: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 01, 2011, 05:10:47 pm
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

Real acceleration :)

The beauty of the original Fancy Pants was in its gravity, and I gotta respect that. Unfortunately I don't know physics at all (it's all fake except for simple acceleration lol).
Title: Re: DT's 2011 contest entry (hopefully)
Post by: shmibs on July 01, 2011, 05:25:10 pm
that's my favourite alot :P
the animations in that flash game look fantastic, though. i can't wait to see what you have planned.
Title: Re: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 08, 2011, 02:27:58 pm
Finally started working on it again. Here's Fancy Pants running in a loop:

(http://img.removedfromgame.com/imgs/7-8-11.gif)
Title: Re: DT's 2011 contest entry (hopefully)
Post by: Ashbad on July 08, 2011, 02:34:14 pm
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.
Title: Re: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 08, 2011, 02:35:34 pm
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.

Who knows. Couple of bugs are killing me.

Which reminds me: Anybody got a clipped line routine lying around? ;D

EDIT: Second page re-post: http://omniurl.tk/9274/172239/
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: leafy on July 08, 2011, 02:42:24 pm
This is pretty rad. Awesome work.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 08, 2011, 02:56:03 pm
Thanks, time to work on it now.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ZippyDee on July 08, 2011, 02:58:22 pm
WOW. That looks so awesome!! Great animations!

Which reminds me: Anybody got a masked line routine lying around? ;D
Masked line? How do you mask a line?
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 08, 2011, 02:59:17 pm
Which reminds me: Anybody got a masked line routine lying around? ;D
Masked line? How do you mask a line?

Like if it goes off the screen.

Should I just write my own routine with a getpixel or something? It'd be slower than the one Axe uses, but Axe doesn't draw lines if they go off the screen.

EDIT: We can use Asm( in this contest, right?
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ZippyDee on July 08, 2011, 03:00:56 pm
Ohh, a clipped line routine... it shouldn't be too hard to write.

And yes, you can use ASM:
Quote
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.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: SirCmpwn on July 08, 2011, 03:15:11 pm
This reminds me quite a bit of Mario.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Juju on July 08, 2011, 03:21:53 pm
Well that's pretty cool :)
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: squidgetx on July 08, 2011, 07:58:20 pm
Hmm...some of the physics look a bit off- are you planning to implement realistic gravity? This looks nice, but I'm wondering how you are storing level data and stuff-haha; anything that's not a tile or height map just gives me a headache...xP
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 08, 2011, 08:28:05 pm
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.
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.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ZippyDee on July 08, 2011, 08:34:49 pm
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?

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.
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.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 08, 2011, 08:38:37 pm
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?

Oh, it will. The screen can overlap four sectors at a time.

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.
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.


Oh, right, I set the gravity a bit too low. It's real acceleration but you can't see it lol
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ZippyDee on July 08, 2011, 08:55:04 pm
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.

Oh, right, I set the gravity a bit too low. It's real acceleration but you can't see it lol
Ah, that would do it!
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 08, 2011, 08:58:14 pm
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.

Exactly.

Might I make a suggestion that you have probably already thought of?

Go ahead.

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.

Er... I don't understand ;D What do you mean by depth?
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ZippyDee on July 08, 2011, 09:15:41 pm
Okay, to explain, look at the image below:
(http://img.removedfromgame.com/imgs/FancyPantsLines.jpg)

The red and green lines (viewed as though they were all one color) demonstrate what looks like the extent of the possible platforms to walk on. Meaning you could either go down the hill, or up on the branch to collect the whateverthosethingsaresupposedtobe's. But in reality, only the red lines are walk-able. Meaning the green line never actually is involved in collision detection of any kind. This makes you always go down the hill unless you deliberately jump up onto the branch.

My suggestions is that you include this kind of thing in your Fancy Pants port. That's one thing that I thought was so awesome about Fancy Pants: the fact that there are many places where you really aren't sure if the background is walk-able or not. Basically, non-walk-able and walk-able lines would appear the same. The only difference would be in collision calculations.

That's my suggestion/explanation.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 08, 2011, 09:30:54 pm
Unfortunately I'm not even gonna have backgrounds :(

Maybe a parallax-scrolling background in the back, but not those awesome graphics you see in world 2 that scroll with you. Takes too much space.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ZippyDee on July 08, 2011, 09:59:39 pm
That's not what I'm talking about. Ignore the background. I'm talking about the lines themselves.

Pretend the only thing you could see was the red/green lines.
Now imagine that they're all the same color.
It LOOKS like you could run straight up the 'branch' line, when really you have to jump up because of the green.

That's all I'm saying. Like...If you've ever played LineRider, you'd know that you can place regular lines, or scenery lines that don't interfere with collision at all.

I'm saying you should include those kinds of lines so you don't have to leave a visible gap any time you want things like that in your levels. It will just make it look more connected and neater, in my opinion.


EDIT: Here's an example of what I mean as it would pertain to your game.

Let's say the actual collision-calculation lines look like this:
(http://img.removedfromgame.com/imgs/11-screenshot.png)

But the actual level looks like this:
(http://img.removedfromgame.com/imgs/screenshot1.png)

The addition of one simple line to connect the upper line to the lower line makes it appear graphically smoother and more connected, while still not changing the way the collision is handled.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 08, 2011, 11:46:54 pm
I see... And I can think of a way to do that (sort of).
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: leafy on July 08, 2011, 11:52:36 pm
The problem with that is if you move off the top line, it'll look weird when you fall through the hill and land at an odd angle.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ZippyDee on July 08, 2011, 11:55:24 pm
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.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 10, 2011, 03:12:50 pm
(http://img.removedfromgame.com/imgs/FancyPantsLines.jpg)
Isn't it in the level where you get the archievement of THE NEGATIVE ONE (left; on the tree)

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!!
no idea, how you made that, but it's really one of the best games I've ever seen.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 10, 2011, 04:09:35 pm
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.

Exactly. That's how it works in the original game, too -- you don't notice the gap if you're running off fast enough.

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.

Gotcha, thanks. Is that world two?

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.

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.

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.

Definitely planned. I can't do it until I make those sprites though.

but everything else looks GREAT!!

Thanks!
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ZippyDee on July 10, 2011, 04:48:22 pm
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......]
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.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 10, 2011, 05:38:47 pm
Gotcha, thanks. Is that world two?
Yep.

I'm keeping it world one for now :/

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.

That's a good idea... Maybe. I'll see how the bugfixing turns out first.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: leafy on July 10, 2011, 05:40:05 pm
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.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 10, 2011, 05:45:28 pm
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'm planning to have a parallax background on the backbuffer, but the problem is that it can't get too big because of space restraints.

Maybe custom levels? The way I have it set up I just have to get un-lazy enough to add about ten lines of code.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ZippyDee on July 10, 2011, 06:11:48 pm
Gotcha, thanks. Is that world two?
Yep.

I'm keeping it world one for now :/
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.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 11, 2011, 12:10:42 pm
How would you make the spiders / snail / the pig with Gun ?




I've a place for my Pics, now!!
Spoiler For pictures:
I'll try to finish the next lvl today!(http://www.omnimaga.org/index.php?action=dlattach;topic=8983.0;attach=8423;image)
(http://www.omnimaga.org/index.php?action=dlattach;topic=8983.0;attach=8439;image)

(http://www.omnimaga.org/index.php?action=dlattach;topic=8983.0;attach=8384;image)
(http://www.omnimaga.org/index.php?action=dlattach;topic=8983.0;attach=8385;image)
The last two are the .GIF pics of Spider and Snail!


p2
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ZippyDee on July 12, 2011, 03:11:39 pm
I found an example of what I was talking about in World 1:

(http://img.removedfromgame.com/imgs/Screen shot 2011-07-12 at 12.08.59 PM.png)

It's in level 3.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 13, 2011, 09:20:03 am
Yes, it's the secret door under the platformes.


But how to make these ugly dragons?
I don't think they'll be easy to make.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 13, 2011, 02:33:08 pm
Meh, after wasting three days on routines that ultimately ended up not working, I'm down to two days left to make the rest of the engine. And I've gotten almost nothing done since my last update on page 1, so it's not going to even get close to the game I was planning to make. I won't drop out, but just don't get too excited for this. Let's see what I can spit out in two days.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 13, 2011, 02:35:39 pm
You need no sleep or food.
A human can survive 3-4 days without.
So just programm!!!!!

I hope you'll be ready soon enough.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 13, 2011, 07:21:40 pm
Finally started working on it again today. Got two hours in and this is what I get:

(http://img.removedfromgame.com/imgs/71311.gif)

So many bugs... The floor's supposed to be solid! D:
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 13, 2011, 11:49:53 pm
Why don't you make two floors?
One over the other.
If the game ignors one, there'll still be another.
I think the problem is the large horizontal part. make there two floors.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: leafy on July 14, 2011, 12:28:51 am
Yeah that's what I was going to suggest - make a double pixel thick floor.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ZippyDee on July 14, 2011, 12:31:07 am
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.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 14, 2011, 12:41:15 am
But how to fix this bug else?
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 14, 2011, 12:52:33 am
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.

^ This. The only "simple" way for me to fix it (which isn't so simple either) would be to lower the threshold needed to detect a collision, but then you'd have problems with collisions that shouldn't be occurring.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 14, 2011, 07:58:34 am
In the Group are pic-codes.
I've seen, that strange things happened to them, so I drawn them.
If you want, I can upload them as pics.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 14, 2011, 03:31:08 pm
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)
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: yunhua98 on July 14, 2011, 03:55:58 pm
wow!  Nice!  How are you storing levels?
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 14, 2011, 04:06:24 pm
Point-vector (as in [x0,y0,r,θ]).
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ztrumpet on July 14, 2011, 04:08:56 pm
Wow, that's awesome.  Great job, Deep.  I hope you can iron out all of your bugs.  I spend 4 hours on one of mine last night...
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: TIfanx1999 on July 14, 2011, 08:20:25 pm
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)

Remember:
Quote
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.

I really hope you're able to iron out that bug before the deadline. Keep at it!
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: jnesselr on July 15, 2011, 12:43:20 pm
You better finish this game even if it's not in time for the competition.  I can't wait to play it!
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 15, 2011, 08:16:47 pm
You better finish this game even if it's not in time for the competition.  I can't wait to play it!

I'm not continuing this project (sorry!). I'll make the source public after the contest ends, if anyone wants to try their hand at finishing it up.

On the bright side, I got a working demo in time for the contest! Eye candy attached.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: leafy on July 15, 2011, 08:29:40 pm
Those physics look bloody amazing! There's only the slight problems with perpendicular walls, but overall this looks bloody great!
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Darl181 on July 15, 2011, 08:31:06 pm
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?
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 15, 2011, 08:49:31 pm
Those physics look bloody amazing! There's only the slight problems with perpendicular walls, but overall this looks bloody great!

Thanks! And yeah there are problems with climbing up walls when you're not supposed to, and I was actually planning to fix that (it's a quick fix), but I got lazy :P

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

Doesn't happen in the real game. He just bounces and shoots out an "OW" sound effect.

Awesomeness.  I'm guessing you're putting in this demo for the contest?

Yep. Hope you guys like it!
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: leafy on July 15, 2011, 09:33:00 pm
Quote error lol ^^
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 16, 2011, 08:02:29 am
I think I found out why this bug is there:

You can fall through platforms. That's the bug.
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.


The only possibillyties to fix this bug are:

-Making the lines 2 Pixels bold
-Slow down the falling
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: JosJuice on July 16, 2011, 08:11:04 am
The only possibillyties to fix this bug are:

-Making the lines 2 Pixels bold
-Slow down the falling
Wouldn't it be possible to check for more than one pixel when falling?
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 16, 2011, 12:06:53 pm
Quote error lol ^^
And edit-ninja'd ;)
You can fall through platforms. That's the bug.
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.
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.

I'm actually using vector multiplication (http://ourl.ca/11709/221149) (scalar cross for math nerds out there) to test first if you're above the line, then if you're below the line. The problem is that sometimes you don't start above the line, or you don't end up below it, but you still look as if you're supposed to hit it. (Does that make sense?) I couldn't find a reasonable solution for it, so I just lowered the threshold for testing if a he's on the line or not, then reduced the collision radius from 6 to 4; that made it better in most cases.
-Making the lines 2 Pixels bold
-Slow down the falling
Falling accelerates. In the beginning he falls for half a pixel, then gradually increases in speed to whatever, so that wouldn't work anyway.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 17, 2011, 12:33:30 pm
Please continue with it!!



Quote from: buttsfredkin
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.


Quote from: yunhua98
Has great potential.  Hopefully will be continued after contest.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 18, 2011, 03:02:05 pm
Please post here, if you've decidet!



p2
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Runer112 on July 18, 2011, 03:04:37 pm
If Deep Thought has interest in this project, he can continue it if he likes, at his own pace. If he doesn't want to continue it, that's his rightful choice. If you're intent on seeing it finished, instead of commanding him to finish it may I suggest asking him (nicely) if you can have the source and pick it up where he left off?
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 18, 2011, 03:07:26 pm
o.o

Um... Sorry, gonna be busy with other stuff. And I'm burned out from bugs from this project.

Here's the source if anybody wants to pick this up.

EDIT: Ninja'd.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 19, 2011, 09:07:29 am
Have you commented it?

I've watched the programs you've uploadet at the contest:


AFPACB = Pics for Balancing
AFPACJ = Pics for jumping
AFPACJ = Pics for standing
AFPA is the main program

The others are just pics for running and everything else.
One program is full of strange codes (I think this is the level)

But I haven't fond the part where you are controlling if the FPA-man is standing on a line or not. :(



I only can tell which program (may) makes what. But I don't understand it really.  ???
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Darl181 on July 19, 2011, 12:06:47 pm
How do these point vector things work exactly?  Afaict they're just line segments...?
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 19, 2011, 12:07:55 pm
I don't understand it, too.

Only DeepThought knows!

But he won't continue it.  :'(
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Freyaday on July 19, 2011, 03:00:04 pm
I offer myself up to take over this project.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: LincolnB on July 19, 2011, 03:46:22 pm
Good luck, man.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 20, 2011, 12:33:48 pm
Do you need help with graphics?
I have the original pics of standing and balancing.
(Helped DeepThought with making the game: he made the game and I made these pics)

They're also in the game, but the pics in the game are wrong.
They're very strong. I still have my drawn pictures. (on a shield of paper)
Should I send them to you?
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Ti-Programmer on July 20, 2011, 03:03:31 pm
I don't understand it, too.

Only DeepThought knows!

But he won't continue it.  :'(

I don't really understand it either, what are you supposed to do?
cause i would take like ~25 steps and die.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Darl181 on July 20, 2011, 03:04:31 pm
There's a door at the end you try to get to.
For reference: http://armorgames.com/play/301/fancy-pants-adventures
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: leafy on July 20, 2011, 03:07:20 pm
Guys guys guys. Before we start talking about graphics and exits and whatnot, the engine is still far from complete. Someone should probably spruce that up before the pretty is showered on.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ben_g on July 20, 2011, 03:27:16 pm
Here is some code:
(x,y) = position of player
(x0,y0)(x1,y1) = line to check
colradius = radius of player
Code: [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.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Deep Toaster on July 20, 2011, 10:24:07 pm
Here is some code:
(x,y) = position of player
(x0,y0)(x1,y1) = line to check
colradius = radius of player
Code: [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 used a different routine in FPA. No squares/roots :w00t: Thanks to Quigibo for this (http://ourl.ca/11709/221149).

And this is late (sorry guys) but I've finally started to work on some documentation (http://clrhome.org/projects/fpa/01/). Tried to format it as BBCode so I could post it here, but finally gave up and sticking to HTML.

EDIT: Not finished yet, by the way. So far all I've done is the spring and door arrays.
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 21, 2011, 08:06:32 am
on armorgames you only have the older games!


The official website of FPA (FancyPantsAdventures) is http://fancypantsadventures.com (http://fancypantsadventures.com)

There you can also play the demo of world 3!!!!!!
(diving, wall-jumping, fighting with your pencil, ...!!!!)


If you search for Brad Borne and his team (maker of FPA), you should search on http://bornegames.com (http://bornegames.com)


For other informatios about the game, you should search on http://thefancypantsadventures.wikia.com (http://thefancypantsadventures.wikia.com)



Every FPA-fan MUST know these adresses!






should I upload my pics?
I still have them here!
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Darl181 on July 21, 2011, 01:03:07 pm
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 :P
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: ZippyDee on July 21, 2011, 03:04:21 pm
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 :P
Yeah, there are focus issues with flash and the other scripts on the page. You can't play them on the official site :\
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 22, 2011, 01:10:20 pm
Should I upload them?
It's not really legual, but I can do it. (world 3 - because you can't play it)
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: Munchor on July 24, 2011, 09:45:17 am
Should I upload them?
It's not really legual, but I can do it. (world 3 - because you can't play it)


Didn't someone already link to a website that had World 3? Or am I confused here? :S
Title: Re: Fancy Pants: DT's 2011 contest entry (hopefully)
Post by: p2 on July 24, 2011, 12:56:30 pm
Yes. it yas me. But they can't play it there. (No idea why!)