20 February 2012, 00:38 | #81 |
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What config do you use? I should probably state at this point that I use an A1200 with an '040 accelerator and 32MB Fast RAM for developing the game.
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20 February 2012, 00:55 | #82 | |
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Quote:
I just had a look at your code and the level design map. How difficult would it be to make the level data loaded from a txt file so that way it would be easy to craete and test level designs. |
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20 February 2012, 01:13 | #83 |
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Thank you but I tried different settings, with same result.
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20 February 2012, 09:14 | #84 |
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On my configuration (A1200/030) the game is launched, shows the light grey screen for a split second and the the graphics is normally shown. So you have that light grey only? I will also test it on A600 tomorrow.
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20 February 2012, 10:16 | #85 | |
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Quote:
As for the level data - I have considered various methods of storing it, and a text file was one of them. I think it would be a bit too fiddly for me to implement though and although coding it straight into the game is probably a bit crude and will make the executable bigger, it does work. However, if anyone wants to design their own levels - either by coding them straight in or just typing them up and sending them to me - feel free and I'd love to include decent levels submitted by people on here. Ideally I'm looking at having ten levels (with perhaps four different designs for each level, selected at random each time you play the game - this is to make up for the fact that there isn't a random generator like in the Jaguar version - but I'm still considering this) at about sixty 'rows' each. It would also get people credited in the game and more importantly, save me a job Could you let me know what config you tried to load the game with originally please? I'd like to see if I can replicate the error. |
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20 February 2012, 10:30 | #86 | ||
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Quote:
Quote:
edit - i would like to host the 'official' Downfall website too (if you would like) |
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20 February 2012, 10:46 | #87 |
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20 February 2012, 10:55 | #88 |
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My settings were 68020, adjustable between cpu and chipset, AGA, chip 2MB, slow 512KB, no fast mem
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20 February 2012, 11:07 | #89 |
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There is a similar game on android smartphones, might be nice to look at the scoring mechanics
You get extra points for falling through a hole without touching a platform [ Show youtube player ] |
20 February 2012, 12:36 | #90 | ||
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And a website would be a terrific idea, I'd love that! Quote:
Cool, cheers! I will be looking at optimising the scoring system soon to keep things interesting |
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20 February 2012, 16:32 | #91 |
The 1 who ribbits
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still moving in the right direction Graham
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20 February 2012, 23:41 | #92 |
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Well, today I finally got round to changing the code that DJCruicky suggested, which was a bit tedious but in the long run that will help me greatly. It will certainly save some headaches when it comes to adding a second player.
In addition, I think I've sorted out the 'fruit appearing in platforms' bug, and I also hope I have fixed the score problem Predseda pointed out (it happened to me this afternoon for the first time) but only time will tell on that one. Big thanks to Wilshy who has kindly volunteered to produce some sound effects too. As soon as I get them I'll work them into the game. Everything's looking good at the moment. |
21 February 2012, 23:41 | #93 |
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I think I've found why you get the feet sometimes buried in the platforms.
It is because the screen is scrolling up at a constant rate (2 pixels at a time I'm guessing), but the player is falling at a different rate. Because these values aren't always divisible by each other you get the effect we're seeing. To solve it we need to get the player's y position to always finish on an odd number (I assume your positional counting starts at 1 rather than 0), and to do this we just need to insert one line in the .moveply function just before the final EndIf. The end of that function should now read: If \y MOD 2=0 Then \y=\y-1 EndIf Next n Return And hopefully that'll do the trick for now !! |
21 February 2012, 23:45 | #94 |
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Nice one! I'll definitely give that a whirl, cheers!
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22 February 2012, 05:14 | #95 |
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22 February 2012, 08:53 | #96 |
The 1 who ribbits
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Brutal n where the ribbits
how about some links to s232s vids to show how its progressed ??? |
22 February 2012, 09:51 | #97 |
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Great, thanks! Obviously I don't have much to add at the moment but will let you know when I do If I get a pic of the title screen or something could I email it to you to put on there?
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22 February 2012, 10:28 | #98 |
Puttymoon inhabitant
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Mihcael, could you PM me the FTP access? I think I can perform a lot of site uprades myself.
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22 February 2012, 21:55 | #99 |
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Predseda has already started work on sprucing up the website
Also, big thanks to dazzleman for his advice, it has certainly worked! I'd like to know what the MOD command actually does, just so I have a better understanding of it. There's still an issue in that you can still land some way 'in' the platform if you approach it from an angle. Also it is possible to run across a small gap onto another platform on the same row - which happens in the Jaguar version and makes the game more tricky so bonus! Despite what I said before the fruit problem hasn't been totally fixed yet - and strangely you can actually land on top of some of them and walk on them like they're platforms! This suggests the collision detection is not as accurate as it should be. Also added - the score counter goes at a quicker rate when you're close to the bottom or the top of the screen. And I've made it slower than it was originally when you're in the middle. I've also designed a brand new full level to play on - it's very easy but then it is the first level. I wonder if I should make the scrolling a bit quicker to toughen things up a tad...? |
22 February 2012, 22:06 | #100 |
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The MOD command stands for Modulo and returns the remainder from a division. So in my previous statement:
Code:
If \y MOD 2=0 Then \y=\y-1 |
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