Author Topic: Supersonic Ball  (Read 15920 times)

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Offline DJ Omnimaga

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Re: Supersonic Ball (DJ's Platformer)
« Reply #45 on: July 07, 2010, 12:31:06 am »
Mhmm, something I thought about was maybe allowing for different speeds for the backgrounds, which would be defined per level basis. There may even be static backgrounds. I'll have to see how hard it is to implement, though. I'll have to experiment with modulus and the like. For now I'll give 4x slower a try, though to see if it looks better.

Thanks for the feedback :D
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Offline Builderboy

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Re: Supersonic Ball (DJ's Platformer)
« Reply #46 on: July 07, 2010, 02:22:56 am »
Yeah i noticed the parallax scrolling thing too, we will have to see what 4 times as slow looks like.

Offline DJ Omnimaga

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Re: Supersonic Ball (DJ's Platformer)
« Reply #47 on: July 07, 2010, 03:02:27 am »
I just tried and it's amazing ^^

Btw now each level can now have their own parralax scrolling speed. It can be set from 1 to 255. 2 is what it was set at by default. At 255 it will scroll every 255 pixels while at 1, there is no parralax scrolling at all (both bg and foreground scrolls at the same speed). I am scared of trying 0, tho...
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Offline Builderboy

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Re: Supersonic Ball (DJ's Platformer)
« Reply #48 on: July 07, 2010, 03:12:04 am »
Thats awesome!  I can haz screenies? :D

Offline Quigibo

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Re: Supersonic Ball (DJ's Platformer)
« Reply #49 on: July 07, 2010, 03:28:25 am »
Axe CAN divide by zero!!!!! :)

Dividing by zero causes the value to always be 65535 which means that the background will be completely stationary and have no scrolling whatsoever.  This is one of those things I love about Axe.  There really are real life situations where you want to divide by zero and it does have legitimate uses.
« Last Edit: July 07, 2010, 03:28:58 am by Quigibo »
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Offline DJ Omnimaga

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Re: Supersonic Ball (DJ's Platformer)
« Reply #50 on: July 07, 2010, 03:30:30 am »
if it's 65536, wouldn't it be 0? I am a bit confused now XD

That said I guess I'll give it a try at one point

I know it divided by zero (with two bytes integers IT'S OVER 9000!!!!) but I thought it was 65535, not 65536 o.o

EDIT: wow, seems higher than 255 for sure, the way it remains static even past 256 pixels
« Last Edit: July 07, 2010, 04:29:38 am by DJ Omnimaga »
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Offline Quigibo

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Re: Supersonic Ball (DJ's Platformer)
« Reply #51 on: July 07, 2010, 05:05:24 am »
Yeah, that's because all numbers, no matter how big X or Y are, are going to be exactly the same number when divided by zero.  That means they will also all have the same modulus too, which I believe is 7 if using ^8.  Even if you went out to the 65535th pixel in any direction, the background will still never shift.
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Offline DJ Omnimaga

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Re: Supersonic Ball (DJ's Platformer)
« Reply #52 on: July 07, 2010, 05:07:14 am »
aaaah I see ^^

I guess I'll keep the divide by zero thing in mind for levels that occur in the space
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Offline ztrumpet

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Re: Supersonic Ball (DJ's Platformer)
« Reply #53 on: July 07, 2010, 11:18:51 am »
Awesome!  I really like the change in scrolling.  This'll be a great game! ;D

Offline calcdude84se

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Re: Supersonic Ball (DJ's Platformer)
« Reply #54 on: July 07, 2010, 12:24:34 pm »
Nice to see you've decided on a name. Custom scrolling speed sounds cool. (I like the dividing by 0 :P)
And yes, good to see you coding again, DJ. Can't wait to see how this turns out! :D
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Offline DJ Omnimaga

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Re: Supersonic Ball (DJ's Platformer)
« Reply #55 on: July 07, 2010, 01:01:31 pm »
Thanks guys ^^ I hope I finish this one
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Re: Supersonic Ball (DJ's Platformer)
« Reply #56 on: July 09, 2010, 11:49:04 pm »
Apparently everyone does :)




Offline DJ Omnimaga

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Re: Supersonic Ball (DJ's Platformer)
« Reply #57 on: July 10, 2010, 12:05:54 am »
Oh, I forgot to post my last night short update:

-Now levels can end (before, it would just continue reading data beyond L1 limits)
-Timer was added, altough you don't die when it reaches zero yet. It uses custom fonts, by the way.
-The last 15 columns of levels are now straightforward, giving you an indication that the level is ending very soon.

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Offline Builderboy

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Re: Supersonic Ball (DJ's Platformer)
« Reply #58 on: July 10, 2010, 12:23:24 am »
Excelent updates :) can't wait to try this out on calc!

Offline DJ Omnimaga

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Re: Supersonic Ball (DJ's Platformer)
« Reply #59 on: July 14, 2010, 01:19:27 am »
Just so you know, this project is on hold until next week. However, I can show a screenshot of the timer. I'll post it below.

EDIT: Here is it.
« Last Edit: July 14, 2010, 01:40:06 am by DJ Omnimaga »
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