Author Topic: Gravity Guy  (Read 26881 times)

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Offline Freyaday

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Re: Gravity Guy
« Reply #45 on: September 28, 2011, 04:32:42 pm »
I like having External levels only, because then I don't have to have all that free ram.
I keep hundreds of files on my calc, and my VAT is a gigantic monstrosity.
I can't run Dimension Shift, (why is that thing so big anyway) my VAT is too big. I am a huge proponent of external levels.
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Offline Darl181

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Re: Gravity Guy
« Reply #46 on: September 28, 2011, 08:28:27 pm »
All of Dimension Shift's levels are external :P and I didn't get around to optimizing it before the contest ended.  Maybe when I finish Essence..

As for this game, I'd go with the second option, external levels.  That way you can be sure that there aren't levels you never touch just taking up space, only the ones you'll play ;)
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Offline squidgetx

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Re: Gravity Guy
« Reply #47 on: September 28, 2011, 11:17:58 pm »
Well, we'll see how the compression goes...

If I get around 75% compression I'll go with Option 1 for sure (filesize: max 6k including levels)
Otherwise I'll go with Option 2 (filesize ~5k)

Offline squidgetx

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Re: Gravity Guy
« Reply #48 on: October 02, 2011, 10:49:59 am »
Woo, 70% compression is hot.

I think my compressor is slightly broken though; sometimes tiles don't actually correspond to the right values...

I just realized I should use a fill() in the decompress routine over a for() loop. LOL

Back to work!

Offline Munchor

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Re: Gravity Guy
« Reply #49 on: October 02, 2011, 10:52:29 am »
The port is looking great. Yesterday, I was at a friend's house and we played the Flash game in multiplayer. He is very good at the game, and he really plays like a pro. When I showed him a screenshot he was super excited and he went like "Woah, when will this be out? I want it on my calculator".

I was wondering if the calculator port will feature multiplayer.

Good job so far and good luck with what's left squidget!

Offline leafy

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Re: Gravity Guy
« Reply #50 on: October 08, 2011, 01:14:05 am »
Alright squidgetx a couple of problems ^^ I've played this too much I think.

1) Detection is off. It detects to the back of the sprite, so you fall through tiles at the front.
2) The in-game menu swaps the position of main menu and restart so it's kinda irritating moving to the right one :/

Other than that, this game is frickin amazing! :3
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Offline JustCause

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Re: Gravity Guy
« Reply #51 on: October 08, 2011, 07:50:22 am »
Wow. This looks ridiculously good. I can't wait for more progress! :)
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Offline squidgetx

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Re: Gravity Guy
« Reply #52 on: October 09, 2011, 09:16:08 am »
Leafiness0:

1) Yeah, detection is kinda off. I've been trying to fix it, but been running into a few problems. I think though I just realized what could be wrong....
2) That's a side effect of having the menu fly in from different directions depending on gravity. Do you think it would be better if the menu just flew in from the same place no matter what gravity is pointing to conserve the order of 'menu' and 'restart'?

JC:
Thanks, I'm thinking about adding more special effect tiles :D

Offline Freyaday

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Re: Gravity Guy
« Reply #53 on: October 09, 2011, 12:44:20 pm »
You could put in some extra code to flip the two options.
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Offline squidgetx

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Re: Gravity Guy
« Reply #54 on: October 10, 2011, 05:48:25 pm »
I could, but that would be kinda awkward....mehhh

In the meantime, my decompressor is randomly shitting all over itself...hopefully I'll be able to get some work on it sometime soon but no new news as of now =/

For the progress/attempts counter, I'm trying to think of a way to make it remember the stats for external levelpacks. The only ways that I can think to do that are...

1) Unarchive, write data to, and rearchive the level set every time the level is played
2) Force user to keep levelset in RAM, and if the set is deleted, the stats are lost
3) Somehow make an appvar that can keep track of all the stats at once (this would require a crapload of unecessary code) and that also needs to be archived/rearchived every time the game is run.

Yeah so basically none of these choices are pretty. Any other ideas? Or is it ok to disable these stats? (How helpful/cool are they? If it helps, I can make the game keep track of attempts/progress per game run, a la the Impossible Game)

Offline ztrumpet

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Re: Gravity Guy
« Reply #55 on: October 10, 2011, 05:54:12 pm »
I think option 1 or 3 sounds the best.  Personally I wouldn't mind the archiving, as I think the stats would be cool.  Perhaps you could make it an option.  (I.E. Save Stats or Quick and Volatile)

Offline LincolnB

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Re: Gravity Guy
« Reply #56 on: October 12, 2011, 09:32:32 pm »
Unarchiving/Archiving isn't a big deal if the stats are less than about a 100 bytes. I have to Garbage Collect every about six-eight times I compile a 6,000 byte program and Axe archives a backup, which is a little annoying.
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Offline squidgetx

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Re: Gravity Guy
« Reply #57 on: October 12, 2011, 11:08:24 pm »
Problem is I really really don't want to do 3 and 1 the appvar being unarchived/rearchived would be ~1.5k, unless I had two files for each levelset which would just be stupid. 2 I do t like because if I was the user I would hate it and I'd be archiving and unarchiving a lot already. I don't like the idea of so much automatic archiving and unarchiving of a larger variable not only because it sort of wears the flash but also because it will take ages after exiting :P

I think a good compromise would be to have temporary stats. this would be relatively easy to do: basically have an attempt and percentage counter show on the pause screen :)


Offline aeTIos

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Re: Gravity Guy
« Reply #58 on: October 14, 2011, 09:18:13 am »
try to use SMC
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Offline squidgetx

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Re: Gravity Guy
« Reply #59 on: October 15, 2011, 07:26:39 pm »
Finally got compression working -_-

@ aeTIos: How about giving more detailed advice than just 'try to use SMC'? How would that help me? Why would I want to use SMC? Do you think I haven't already thought about it? The problem is that SMC and writeback wears the flash even more than archiving and unarchiving. besides, i don't even think it would work. Can you think of a way to do it using SMC?
« Last Edit: October 15, 2011, 07:27:55 pm by squidgetx »