« Forum Index < The Aeon Development Board«Previous | 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 | Next» | shos |
~Jack of all trades~
Age: 31 Karma: 389 Posts: 8273 Gender: Male Location: Israel pm | email
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differentiate? :\
| | Silver |
Karma: 121 Posts: 3581 Gender: Female pm | email
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'shos' said: differentiate? :\
Make difference, usually between or from. | | shos |
~Jack of all trades~
Age: 31 Karma: 389 Posts: 8273 Gender: Male Location: Israel pm | email
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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 |
Lord of Sprout Tower
Karma: -2147482799 Posts: 6445 Gender: Male pm | email
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| | shos |
~Jack of all trades~
Age: 31 Karma: 389 Posts: 8273 Gender: Male Location: Israel pm | email
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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 |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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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 |
~Jack of all trades~
Age: 31 Karma: 389 Posts: 8273 Gender: Male Location: Israel pm | email
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mm no, i made a mistake in my delimeters.
that was x^((cos x)^((cos x)^cos x)).
| | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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yeah that's what I thought it was at first. Oh the horror.... | | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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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 |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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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 |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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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 |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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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 |
Lord of Sprout Tower
Karma: -2147482799 Posts: 6445 Gender: Male pm | email
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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.
| | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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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 |
Age: 35 Karma: 350 Posts: 2990 Gender: Male pm | email
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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 |
Dekudude
Age: 31 Karma: 64 Posts: 617 Gender: Male pm | email
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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 |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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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 |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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a preview of the next demo.
I might add character art too. | | krotomo |
The Shepherd
Age: 23 Karma: 249 Posts: 4066 Gender: Male Location: My chair pm | email
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wow, that's epic.
it's actually starting to look like a game! | | Livio |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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Indestructable-Crate terrain and a Steel-Crate background with a 50% #777777-color tint.
| | Yaya |
Age: 29 Karma: 747 Posts: 5367 Location: Ohio (US) pm | email
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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 |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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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 |
Age: 35 Karma: 350 Posts: 2990 Gender: Male pm | email
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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 |
Age: 31 Karma: 470 Posts: 9620 Gender: Male Location: Arizona, USA pm | email
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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 |
Karma: 108 Posts: 3050 pm | email
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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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