Author Topic: YAMGT  (Read 86975 times)

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Offline DJ Omnimaga

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Re: Tio
« Reply #315 on: March 27, 2011, 07:42:33 pm »
I'm not sure, I guess 8811 might be the best, but don't restrict yourself too much. If it's not enough, then go ahead and add more stuff.
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Re: Tio
« Reply #316 on: March 27, 2011, 07:43:56 pm »
The sky's the limit, and 8811 isn't even over 9000!  An app is a fine idea ^-^

Offline Darl181

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Re: Tio
« Reply #317 on: March 29, 2011, 07:32:57 pm »
Progress is being made, I'm almost done with levelsets.  I'm also considering putting in switch type 2/door type 2, which work indepentently from the current ones but the same way.  Levelsets get priority, tho.

And in response to the poll, I'm on the course of fixing up the source so instead of using L# tokens (which iirc won't work in apps because of SMC) to an external appvar named TEMP or something. nvm

Also, made another level in math today.  This one is more puzzle-oriented than difficulty-oriented, but there are some harder parts, esp. near the end.
« Last Edit: March 29, 2011, 07:51:39 pm by Darl181 »
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Offline squidgetx

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Re: Tio
« Reply #318 on: March 29, 2011, 07:35:19 pm »
what, you can use L1-L6 in apps lol

looks nice :P

Offline Darl181

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Re: Tio
« Reply #319 on: March 29, 2011, 07:37:22 pm »
what, you can use L1-L6 in apps lol
Really, I thought those were SMC or something, I heard somewhere that apps couldn't use them.
Though they are just pointers to a spot in memory...it makes sense.

Just saved me a lot of work there, thanks ;D
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Offline leafy

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Re: Tio
« Reply #320 on: March 29, 2011, 07:58:15 pm »
That level looks fantabulous and that greyscale looks pretty perfect!
In-progress: Graviter (...)

Offline squidgetx

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Re: Tio
« Reply #321 on: March 29, 2011, 07:59:58 pm »
It would only be SMC if you were referencing a pointer to within the program. Like...
Code: [Select]
Zeros(100)->W
.....
1->{W}
...

Offline Darl181

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Re: Tio
« Reply #322 on: March 29, 2011, 08:40:57 pm »
That level looks fantabulous and that greyscale looks pretty perfect!
Thanks!
If only on hardware it looked like wabbitemu...

It would only be SMC if you were referencing a pointer to within the program. Like...
Code: [Select]
Zeros(100)->W
.....
1->{W}
...
Good to know, thanks
« Last Edit: March 29, 2011, 08:41:10 pm by Darl181 »
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Offline Darl181

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Re: Tio
« Reply #323 on: March 30, 2011, 06:33:05 pm »
I'm just about done with levelsets...just need to debug stuff and add a menu to the editor.
So, next release, expect a levelset of all the levels in this thread. ;D
Levels so far:
Ashbad's he removed it, apparently
Leafiness0's
Released with V8
Released with V9
A harder one
A sort of puzzle-based one
There's still room for more ;)

Also, should levels be password protected?  See the poll again :P
« Last Edit: September 13, 2011, 08:12:36 pm by Darl181 »
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Offline Darl181

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Re: Tio
« Reply #324 on: April 02, 2011, 02:23:02 am »
Ok, I'm working on a subroutine/routine that goes in the level editor.  I have yet to test it, and I'm pretty sure it's horribly buggy :P
So, I'll just ask in advance--what's wrong with this code?

r6 is the pointer returned directly from GetCalc.  What happens is GetCalc([stuff])→P→r6 and the value of P is shifted level slot by level slot to point to a different level.
r1 is determined just before the routine is called.
EDIT: see later post

Code: [Select]
:..
:{r6-2}r→Q
:.so Q is the size
:!If r1-1
:.INSERT
:.inserts level at current point, moving the rest of the levels forward a level slot (384 bytes)
:GetCalc(Str0T,Q)→B
:GetCalc(Str0L)→C
:copy(C,B,Q)
:GetCalc(Str0L,Q+384)→C
:copy(B,C,Q)
:31337→{Q+384→Q+C+1}r
:End
:!If r1-2
:.DELETE
:.deletes currently selected level, brings back levels afterwards one level slot
:Q-384→Q
:GetCalc(Str0T,Q)→B
:GetCalc(Str0L)→C
:copy(C,B,Q)
:GetCalc(Str0L,Q)→C
:copy(B,C,Q)
:31337→{Q+r6}r
:End
« Last Edit: April 13, 2011, 08:26:52 pm by Darl181 »
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Offline leafy

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Re: Tio
« Reply #325 on: April 02, 2011, 03:55:06 pm »
Hm I was thinking instead of dividing the velocity in order to get longer jump time like you do, divide the position instead to get smoother motion and such.
In-progress: Graviter (...)

Offline Darl181

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Re: Tio
« Reply #326 on: April 04, 2011, 08:04:14 pm »
That would be a lot of trouble to go about...a ton of the engine is based on the velocity and the counter which controls the gravity.
I may go for a smoother physics system at some point, but in the meantime I'm concentrating on tiles and sets :P
It's an idea, tho...
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Offline leafy

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Re: Tio
« Reply #327 on: April 04, 2011, 10:27:36 pm »
Hm. If you send me your code I might be able to help you. I don't think it's that big a problem and I could also improve your platform detection while I'm at it - it's still a bit glitchy.
In-progress: Graviter (...)

Offline Darl181

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Re: Tio
« Reply #328 on: April 04, 2011, 10:47:37 pm »
After thinking about it I know what I'm going to do for the gravity, I can just inflate the y-velocity by 2 or 4 and change the math accordingly.  Gives me more freedom with the animated sprites too  The physics don't really have to be uber-precise anyway...

As for the glitchiness, you mean how you could kind up jump up from the side of the block?  I have that figured out, just need to switch the positions of the horizontal-checking code and the ground-detecting code.

Thanks anyway, but I think I have this figured out (at least for now) ;)
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Offline leafy

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Re: Tio
« Reply #329 on: April 05, 2011, 12:45:06 am »
Alright awesome :) I really like this project, it's one of the most open-ended platformers I've seen yet.
In-progress: Graviter (...)