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shos
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Sunday, May 2 2010, 6:38 am EST
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differentiate? :\


Silver
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Sunday, May 2 2010, 11:45 pm EST

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'shos' said:
differentiate? :\

Make difference, usually between or from.
shos
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Monday, May 3 2010, 12:25 pm EST
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...differ, that's the word you're looking for. differentiation is the action of differentiating a function, usually after a specific parameter. it is also called Partial derivation, if you'd like.


jellsprout
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Monday, May 3 2010, 1:11 pm EST
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Spoiler:
shos
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Monday, May 3 2010, 1:21 pm EST
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in my calculus 1 exam, 5 semesters ago, we had to differentiate (x^cos x)^((cos x)^cos x). not fun


Livio
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Monday, May 3 2010, 8:04 pm EST

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'shos' said:
in my calculus 1 exam, 5 semesters ago, we had to differentiate (x^cos x)^((cos x)^cos x). not fun
I hope you simplified it to x^(cosx*cosx^cosx) which goes to x^(cosx^(cosx + 1))

btw, my calc exam is in 2 days
shos
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Monday, May 3 2010, 8:27 pm EST
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mm no, i made a mistake in my delimeters.
that was x^((cos x)^((cos x)^cos x)).


Livio
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Monday, May 3 2010, 8:39 pm EST

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yeah that's what I thought it was at first. Oh the horror....
Livio
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Monday, May 3 2010, 8:47 pm EST

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btw, I worked on Aeon today. The process that loads the level data seems to be taking shape, whereas before there was only room for a built-in demo level
Livio
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Sunday, June 20 2010, 7:12 pm EST

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worked on aeon for a few minutes today, and here's what I've done:

the level editor takes a while to load, so for the 1 or 2 seconds that it loads, I made something come up saying "Building Level Editor...".

I made it so that when you resize the window, everything within the editor adjusts.

and I fixed a few glitches.


I may or may not work on aeon again later, because we're having a Father's Day barbecue here with our neighbors.
Livio
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Sunday, June 20 2010, 10:33 pm EST

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this is cool: while you're playing a level, if you accidentally click away from the game window it will automatically pause the game for you. This is perfect for when you're playing on a latptop and you push the mouse out of the way and then accidentally tap the mousepad, which is close to the spacebar.

EDIT: you can pause by pressing either "P" or "Shift", or by clicking the pause button at the top of the screen. While you are paused, you can now un-pause the game by pressing Space.
Livio
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Monday, June 21 2010, 12:58 am EST

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You can scroll through the tile grid using a mouse wheel. Flash does not detect horizontal mouse scrolling (maybe because not all browsers detect it? IE ) but it definitely doesn't detect Mac mouse wheels, probably because they're so complicated. Anyway, if you want to scroll horizontally, just hold shift while spinning your wheel.

Holding Ctrl (Cmd on Mac) while spinning the mouse wheel will let you zoom in or out. You can also zoom in/out by pressing the button on screen.

I plan to make it so that if your mouse is over the tile list, the mouse wheel events will be channeled to the tile list, instead of the tile grid.
jellsprout
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Monday, June 21 2010, 5:17 am EST
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You need to make a very small and simple minigame for the loading screen. Something as simple as bouncing a ball on a paddle.


Spoiler:
Livio
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Thursday, July 15 2010, 2:08 am EST

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I just improved the initial loading time of levels. Now it generates the level and the preview map at the same time. In theory it should load half the time, but it oddly feels even faster than that.

I plan to further improve load times by changing the way the game handles restarts. Instead of rebuilding the entire level each time, it'll change only what needs to be changed, like bringing back destroyed crates, moving things back to their initial positions, and reseting variables. However, this will be done on some other day. Maybe this weekend.
canadianstickdeath
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Thursday, July 15 2010, 3:10 am EST

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I think HATPC just saves a copy of the loaded level in memory, and then just uses that every time you want to replay the level. In making this new system, consider how you might use it to implement checkpoints?
Dekudude
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Thursday, July 15 2010, 11:29 am EST
Dekudude

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Best way I can think for checkpoints: every time you get a checkpoint, save the entire (current) level code in a cookie or something... then reload it. You might need to loop through every tile to get the code, though. Would that be time consuming?


NP Username: xaantan
Livio
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Thursday, July 15 2010, 4:46 pm EST

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I found a way to save the entire level object into binary data and just duplicate that when needed. However, I couldn't get it to work somehow, and I vowed to experiment with it more later. But I don't have much confidence with that approach because I really don't know what I'm doing with binary data.

But right now, I'm planning on just giving each tile its own set of variables that record the initial state of the object. And the game could just tell each tile to revert itself back to normal. When you reach a checkpoint, it should tell all the tiles to overwrite their default variables with their existing ones.

I'm not sure how long it would take the game to loop through all the tiles, but hopefully it won't be too long...
Livio
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Thursday, July 29 2010, 6:56 pm EST

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a preview of the next demo.

I might add character art too.
krotomo
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Thursday, July 29 2010, 6:59 pm EST
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wow, that's epic.

it's actually starting to look like a game!
Livio
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Thursday, July 29 2010, 8:01 pm EST

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Indestructable-Crate terrain and a Steel-Crate background with a 50% #777777-color tint.
Yaya
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Thursday, July 29 2010, 8:27 pm EST

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Will we still be able to make custom backgrounds, like infinte Benjamin Franklins?



COMING SOON: A giant meteor. Please.
Give me +karma. Give me +karma.
Livio
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Thursday, July 29 2010, 8:33 pm EST

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yeah, but you won't be able to add your own images to the game. At least, not in this demo....
canadianstickdeath
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Friday, July 30 2010, 6:24 am EST

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Code:
<level>
     <title>Testing Grounds</title>
     <frameRate>30</frameRate>
     <lvlcode width="40" height="40">.x=40;
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =38;x
x =12;1 =25;x
x =12;1 =25;x
x+ =11;1   + =21;x
x =12;1 =25;x
x =12;1 =25;x
x =12;1 =25;x
x222 =9;1 =25;x
x =12;2222 =22;x
x =12;2222 =22;x
x =12;22 =24;x
x =38;x
x =38;x
x   ++ =23;D =9;x
x 2=5; =32;x
x =38;x
x =38;x
x   #  m=32;x
x=40;</lvlcode>
     <options>
          <levelBackground>
               <color opacity="50">#777777</color>
               <image>SteelCrate</image>
          </levelBackground>
          <player>
               <character>Neezles</character>
               <dimensions>
                    <offYStand>17</offYStand>
                    <offXStand>10</offXStand>
                    <offYCrawl>15</offYCrawl>
                    <offXCrawl>10</offXCrawl>
               </dimensions>
               <runAcc>5</runAcc>
               <maxRunSpeed>8</maxRunSpeed>
               <maxCrawlSpeed>2.7</maxCrawlSpeed>
               <ambientFriction>2.5</ambientFriction>
               <gravityAcc>2.35</gravityAcc>
               <maxFallSpeed>20</maxFallSpeed>
               <initialJumpSpeed>-22</initialJumpSpeed>
               <initialCrawlJumpSpeed>-22</initialCrawlJumpSpeed>
          </player>
          <terrain>
               <dimensions>
                    <offSetX>0</offSetX>
                    <offSetY>0</offSetY>
                    <width>32</width>
                    <height>32</height>
               </dimensions>
               <background>
                    <color opacity="100">none</color>
                    <image>rocky2</image>
               </background>
               <border>
                    <color>#333333</color>
                    <thickness>1</thickness>
               </border>
               <onPlayerHit>
                    <top>solid</top>
                    <bottom>solid</bottom>
                    <left>solid</left>
                    <right>solid</right>
               </onPlayerHit>
               <friction>0</friction>
               <recoil>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </recoil>
               <bounce lag="1">
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>1</left>
                    <right>1</right>
               </bounce>
               <buffer>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>7</left>
                    <right>7</right>
               </buffer>
          </terrain>
          <spikeM>
               <dimensions>
                    <offSetX>0</offSetX>
                    <offSetY>13</offSetY>
                    <width>32</width>
                    <height>19</height>
               </dimensions>
               <background>
                    <color opacity="100">none</color>
                    <image>SpikeM</image>
               </background>
               <onPlayerHit>
                    <top>lethal</top>
                    <bottom>solid</bottom>
                    <left>solid</left>
                    <right>solid</right>
               </onPlayerHit>
               <friction>0</friction>
               <recoil>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </recoil>
               <bounce>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
                    <lag>0</lag>
               </bounce>
               <buffer>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </buffer>
          </spikeM>
          <spikeW>
               <dimensions>
                    <offSetX>0</offSetX>
                    <offSetY>0</offSetY>
                    <width>32</width>
                    <height>19</height>
               </dimensions>
               <background>
                    <color opacity="100">none</color>
                    <image>SpikeW</image>
               </background>
               <onPlayerHit>
                    <top>solid</top>
                    <bottom>lethal</bottom>
                    <left>solid</left>
                    <right>solid</right>
               </onPlayerHit>
               <friction>0</friction>
               <recoil>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </recoil>
               <bounce>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
                    <lag>0</lag>
               </bounce>
               <buffer>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </buffer>
          </spikeW>
          <platform>
               <dimensions>
                    <offSetX>0</offSetX>
                    <offSetY>0</offSetY>
                    <width>32</width>
                    <height>14</height>
               </dimensions>
               <background>
                    <color opacity="50">#9C5A3C</color>
                    <image>Platform</image>
               </background>
               <onPlayerHit>
                    <top>solid</top>
                    <bottom>blank</bottom>
                    <left>blank</left>
                    <right>blank</right>
               </onPlayerHit>
               <friction>0</friction>
               <recoil>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </recoil>
               <bounce>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
                    <lag>0</lag>
               </bounce>
               <buffer>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </buffer>
          </platform>
          <key>
               <dimensions>
                    <offSetX>0</offSetX>
                    <offSetY>0</offSetY>
                    <width>32</width>
                    <height>32</height>
               </dimensions>
               <background>
                    <color opacity="100">none</color>
                    <image>PowerBox</image>
               </background>
               <keyWorth>1</keyWorth>
               <onPlayerHit>
                    <top>fragile</top>
                    <bottom>fragile</bottom>
                    <left>fragile</left>
                    <right>fragile</right>
               </onPlayerHit>
               <friction>0</friction>
               <recoil>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </recoil>
               <bounce>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
                    <lag>0</lag>
               </bounce>
               <buffer>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </buffer>
          </key>
          <door>
               <dimensions>
                    <offSetX>0</offSetX>
                    <offSetY>-12</offSetY>
                    <width>32</width>
                    <height>44</height>
               </dimensions>
               <fillColor opacity="100">#222222</fillColor>
               <doorOpenFillColor opacity="100">#FFFFFF</doorOpenFillColor>
               <onPlayerHit>
                    <top>door</top>
                    <bottom>door</bottom>
                    <left>door</left>
                    <right>door</right>
               </onPlayerHit>
               <friction>0</friction>
               <recoil>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </recoil>
               <bounce>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
                    <lag>0</lag>
               </bounce>
               <buffer>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </buffer>
          </door>
          <object1>
               <dimensions>
                    <offSetX>0</offSetX>
                    <offSetY>0</offSetY>
                    <width>32</width>
                    <height>32</height>
               </dimensions>
               <background>
                    <color opacity="100">none</color>
                    <image>IndyCrate</image>
               </background>
               <keyWorth>0</keyWorth>
               <onPlayerHit>
                    <top>fragile</top>
                    <bottom>solid</bottom>
                    <left>solid</left>
                    <right>solid</right>
               </onPlayerHit>
               <friction>0</friction>
               <recoil>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </recoil>
               <bounce>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>60</left>
                    <right>-60</right>
                    <lag>1</lag>
               </bounce>
               <buffer>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </buffer>
          </object1>
          <object2>
               <dimensions>
                    <offSetX>0</offSetX>
                    <offSetY>0</offSetY>
                    <width>32</width>
                    <height>32</height>
               </dimensions>
               <background>
                    <color opacity="100">none</color>
                    <image>GlassCrate</image>
               </background>
               <keyWorth>0</keyWorth>
               <onPlayerHit>
                    <top>solid</top>
                    <bottom>solid</bottom>
                    <left>blank</left>
                    <right>blank</right>
               </onPlayerHit>
               <friction>0</friction>
               <recoil>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </recoil>
               <bounce>
                    <top>20</top>
                    <bottom>-30</bottom>
                    <left>-1</left>
                    <right>-1</right>
                    <lag>1</lag>
               </bounce>
               <buffer>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </buffer>
          </object2>
          <object3>
               <dimensions>
                    <offSetX>0</offSetX>
                    <offSetY>0</offSetY>
                    <width>32</width>
                    <height>32</height>
               </dimensions>
               <background>
                    <color opacity="100">#0000FF</color>
                    <image>none</image>
               </background>
               <keyWorth>0</keyWorth>
               <onPlayerHit>
                    <top>solid</top>
                    <bottom>solid</bottom>
                    <left>solid</left>
                    <right>solid</right>
               </onPlayerHit>
               <friction>0</friction>
               <recoil>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </recoil>
               <bounce>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
                    <lag>0</lag>
               </bounce>
               <buffer>
                    <top>0</top>
                    <bottom>0</bottom>
                    <left>0</left>
                    <right>0</right>
               </buffer>
          </object3>
     </options>
</level>

So this is what I've got so far. I think it's kinda neat.
Livio
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Saturday, July 31 2010, 1:05 am EST

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at first I thought that might be for perfect movement and collision settings, but now I see it's just your DDA work-in-progress?
jazz
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Saturday, July 31 2010, 2:16 am EST

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Hey, you know if you leave a bottomless pit, the character falls forever? Can you (please) fix it?

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