Author Topic: xy  (Read 17040 times)

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Offline DJ Omnimaga

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Re: xy
« Reply #75 on: May 11, 2011, 08:43:09 pm »
Hmm I am confused, I still don't understand what does the bold arrow do and what does the non-bold one do ???
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Offline Freyaday

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Re: xy
« Reply #76 on: May 11, 2011, 08:52:23 pm »
The arrows, bolded or not, all do the same thing: point.
The inner set of arrows shows the direction of gravity, the outer set which way the ball is moving.
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Re: xy
« Reply #77 on: May 11, 2011, 10:33:57 pm »
(Yet Another) New xy!
I changed the behavior of the arrow keys and I changed the way - works.
It's over here at http://ourl.ca/10519/205534
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Re: xy
« Reply #78 on: May 11, 2011, 10:53:36 pm »
Oh ok I see now, thanks for the info.

I like it so far by the way.
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Offline Freyaday

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Re: xy
« Reply #79 on: May 12, 2011, 10:32:41 pm »
All right, xy's engine is nearly done.
What I need now is suggestions. If you want something new or want something changed, speak up now or forever hold your peace.
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Re: xy
« Reply #80 on: May 13, 2011, 04:29:58 am »
Another new xy!
I'm not gonna repeat myself anymore, (It's getting kinda annoying) so go to http://ourl.ca/10519/205534 to find out what I've done. :P
« Last Edit: May 13, 2011, 11:18:37 am by Freyaday »
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Re: xy
« Reply #81 on: May 13, 2011, 06:37:17 pm »
Holy crap, a new xy!
This one contains a bug fix and a frame counter. Hold X,T,theta,n to display the frame count in the upper right hand corner.
http://ourl.ca/10519/205534
« Last Edit: May 13, 2011, 06:37:34 pm by Freyaday »
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Offline leafy

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Re: xy
« Reply #82 on: May 13, 2011, 06:50:07 pm »
Vunderful. How is this game mechanism going to play out, though? Will it be scrolling? Also, you should decrease the friction on the walls, just to make it feel a bit better IMHO
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Re: xy
« Reply #83 on: May 13, 2011, 06:54:00 pm »
Vunderful. How is this game mechanism going to play out, though? Will it be scrolling? Also, you should decrease the friction on the walls, just to make it feel a bit better IMHO
I'm planning on scrolling, I just have to figure out how to do so.
The "friction" of which you speak is the ball hitting the filled state diagonally across from it and not having enough momentum remaining to change to a different state. It happens when you have diagonal gravity on. Use the numpad or let go of TAN to change gravity to an orthogonal direction and get the ball to move.
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Offline ralphdspam

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Re: xy
« Reply #84 on: May 14, 2011, 12:11:45 am »
The physics are great!  Also, it works fine in DCS, now.  :)
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Re: xy
« Reply #85 on: May 16, 2011, 03:41:01 pm »
Scrolling might be hard if you can draw stuff on the screen and must keep everything in RAM. If the map is the equivalent of like 16 screens and is all composed of pixels, this is 12288 bytes of data the map will take! O.O

If scrolling is added, I think a switch to tilemapping will be needed.
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Offline Spyro543

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Re: xy
« Reply #86 on: May 16, 2011, 04:02:13 pm »
You should have a mode where the ball goes is traced and stays on the screen and that would make an epic drawing program.

Offline Freyaday

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Re: xy
« Reply #87 on: May 16, 2011, 04:15:15 pm »
I was planning on just four screens, and what is tilemapping, anyway?
Also, I'm currently in the process of expunging unneccessities, because they're taking too much space and they're chewing up my variables. (I'm down to two variables left in the current code.)
The first to go was the inverse rectangles; with the ball no longer going through diagonally adjacent filled states, its products could no longer be used as mazes.

EVERYBODY:
Unless you want your favorite feature gone, I suggest you post your support now, before I strip it away. And just because a feature that wasn't spoken up for is present in the next version, that does not mean it's permanent, that just means I still have use for it. The only exceptions to this are the circles and inverse mode. Even the ball finder may be gone if I feel like it is no longer necessary.
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Offline Munchor

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Re: xy
« Reply #88 on: May 16, 2011, 04:16:25 pm »
I was planning on just four screens, and what is tilemapping, anyway?
Also, I'm currently in the process of expunging unneccessities, because they're taking too much space and they're chewing up my variables. (I'm down to two variables left in the current code.)
The first to go was the inverse rectangles; with the ball no longer going through diagonally adjacent filled states, its products could no longer be used as mazes.

EVERYBODY:
Unless you want your favorite feature gone, I suggest you post your support now, before I strip it away. And just because a feature that wasn't spoken up for is present in the next version, that does not mean it's permanent, that just means I still have use for it. The only exceptions to this are the circles and inverse mode. Even the ball finder may be gone if I feel like it is no longer necessary.

Tilemapping is instead of doing what you and I do to make maps (Pt-On(; Rect(;Pxl-On(;), not sure if you use it, but I guess so, is to use tilemaps that draw big maps much more easily.

You should check some tutorials in axe.omnimaga.org and A-Map to draw tiles.

Offline Freyaday

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Re: xy
« Reply #89 on: May 16, 2011, 11:02:03 pm »
New xy, made with Axe 0.5.2!
It's smaller, the frame has been made smaller, the inverse rectangles are gone, there is now a frames-in-motion counter (Mapped to SIN, and it shows up in the bottom left corner), The speedometer no longer shows up in the bottom left corner when 0, and the spooky GRAPH action at a distance has been blocked.
In other news, Frey continues kicking unprecedented levels of ass.
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