Author Topic: VVVVVV  (Read 70801 times)

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Offline pimathbrainiac

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Re: VVVVVV
« Reply #75 on: March 05, 2013, 05:39:12 pm »
Only doing 100 rooms, so don't worry... The map appvar is ~ 9600 bytes, so it won't get any bigger (it's already accounting for rooms not done yet)
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Offline leafy

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Re: VVVVVV
« Reply #76 on: March 05, 2013, 05:53:04 pm »
Sounding good! What are all the OR statements for o_o
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Offline Keoni29

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Re: VVVVVV
« Reply #77 on: March 05, 2013, 06:53:18 pm »
Sounding good! What are all the OR statements for o_o
The collision detection of every spike in the room :)
« Last Edit: March 05, 2013, 06:54:23 pm by Keoni29 »
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #78 on: March 05, 2013, 06:54:38 pm »
For more checks for more spike blocks... (I need to get some more optimizations in...)

Edit: ninja'd by kenoi!
« Last Edit: March 05, 2013, 06:55:13 pm by pimathbrainiac »
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Offline Builderboy

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Re: VVVVVV
« Reply #79 on: March 05, 2013, 08:45:02 pm »
Wait do you have a single OR statement for every spike?  How exactly are you doing your collision detection?

Offline pimathbrainiac

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Re: VVVVVV
« Reply #80 on: March 05, 2013, 09:30:19 pm »
Wait do you have a single OR statement for every spike?  How exactly are you doing your collision detection?

I fixed the problem, but to answer your question: pointer based.
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Offline Builderboy

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Re: VVVVVV
« Reply #81 on: March 05, 2013, 09:47:06 pm »
Would you mind elaborating a little bit?  Specifically where the large number of OR statements come into play.

Offline pimathbrainiac

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Re: VVVVVV
« Reply #82 on: March 05, 2013, 09:53:47 pm »
As I said, I fixed it (as in I created a reduced (collision) map based on the full (sprite) map, so I don't need all the or's to check for different sprites that do the same type of collision) I used to use the full map for collision testing as well.

That said: SCREENIE TIME!!! (new graphics part me, part Kenoi)



New levels not in this screenie due to spoiler alerts!
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Offline Sorunome

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Re: VVVVVV
« Reply #83 on: March 05, 2013, 09:55:28 pm »
Those graphics are awesome!
Maybe you could make the current checkpoint be somehow highlighted?

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Offline Builderboy

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Re: VVVVVV
« Reply #84 on: March 05, 2013, 09:55:42 pm »
Ahh good to hear, and looking good as well!

Offline leafy

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Re: VVVVVV
« Reply #85 on: March 05, 2013, 10:09:21 pm »
Nice! glad to hear you solved your collision inefficiencies, and the graphics are shaping up quite nicely as well.
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Offline DJ Omnimaga

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Re: VVVVVV
« Reply #86 on: March 06, 2013, 03:29:43 am »
Looks nice and nice speed so far. Do you plan to make the background black like the original (and add borders around floor/wall tiles like in Keoni's screenshot?)

Offline pimathbrainiac

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Re: VVVVVV
« Reply #87 on: March 06, 2013, 09:37:35 am »
Looks nice and nice speed so far. Do you plan to make the background black like the original (and add borders around floor/wall tiles like in Keoni's screenshot?)

I do not plan on a black background because I like the graphics I have right now... I might later, though.

I'm working on the logic for the lines right now, but I probably won't need them due to the almost solid borders of the floor tiles.
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Offline Keoni29

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Re: VVVVVV
« Reply #88 on: March 06, 2013, 09:45:40 am »
When you have the black background the borders aren't clearly visible. It won't be that hard to make the line drawing algoritm. Make sure to use Rect( instead of Line(
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Offline pimathbrainiac

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Re: VVVVVV
« Reply #89 on: March 06, 2013, 09:51:17 am »
As I said, I'm probably not doing a black background... I'll work on that line routine though...

Thanks for the sprites!
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