simple puzzle game WIP

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Emil

Thank you so much =)
Here's yet another little wip
Been working on the character again and the colors alot.


Really thought about how one intuitively looks at this and interprets the colors.

Like the fact that the starting position and the tail of the player is the same hue (green).., and so is the body/head of the player and the goal (blue).
Swampish green is the color for blocks and golden outline for the "coins".
I think I'll continue to use red for special blocks or where ordinary movement isn't allowed (like a stop sign)

also I tried to tone down the overall brightness and colorfullnes of my iteration before this one :)

Ian Price

Yep, that's looking so much better :)
I came. I saw. I played.

Emil

Now I got teleporters working :)
Was trickier than anticipated to get it to work but at last it does!

erico

Wow!

Things look and move really great!
Love the special effects when moving. :good:

r0ber7

Nicely done. I especially like the graphics of the spawn point and the teleporters. :) Perhaps the main character would benefit from some animation.

Emil

Thanks!

And yeah r0ber7, It's on the todo list :)

Kitty Hello

make a small delay/animation when teleporting. It's hard to follow when it's so fast. Very nice.

Emil

Just implemented the delay for teleportation.., Much nicer now, thanks!  :good:

Emil

I got my mac mini yesterday and have been fooling around with it. After som trial and error I got the game unto my iphone only to discover that the game is tremendously slow. I fixed it somewhat by changing my drawroutine to draw with rotozoomsprite instead of polyvector. So right now it works quick but I had to skip my trail behind the character and the teleportation effect (for now).

Anybody knows how to make drawing with polyvector quicker?

Also how would you handle the input of three fingers or two on the iphone?
Tried it quickly with checking if button1 for mouse2 had been pressed but it didn't quite work as expected.

I'll upload a video later when I get it to work better :)
But this is really cool, quite exciting to have the game in your hands!

matchy

Nice! Looks good. My only suggestion; it seems a little confusing (perhaps on low frame rate video) when the map changes as not sure if teleporting (as per-suggested) or moving to next page because my eyes are on the cool lighting strip.

r0ber7

Quote from: Emil on 2012-Nov-20
Anybody knows how to make drawing with polyvector quicker?

I heard using a single spritesheet helps, although I haven't tried it myself.
Something else which may speed the game up is this.

QuoteAlso how would you handle the input of three fingers or two on the iphone?

I'd like to know this too!

Quotequite exciting to have the game in your hands!

Yep. :)



kanonet

Multitouch gets mapped to multiple mice. So you use SETACTIVEMOUSE to switch between different fingers. You need to write your own multitouch gestures.

Yes polyvector gets really fast if you use spritesheets and only very few STARTPOLY calls.
Lenovo Thinkpad T430u: Intel i5-3317U, 8GB DDR3, NVidia GeForce 620M, Micron RealSSD C400 @Win7 x64

fuzzy70

Not wanting or meaning to hijack the thread but out of interest what is a good/best way to draw a tile based map (not a scrolling type as I can work the maths out for that no problem) with polyvectors.

What I mean is what mode to pass the startpoly (fan/strip) & if strip how much polynewstrip would speed up things.

Lee

Sent from my GT-I5700 using Tapatalk 2

"Why don't you just make ten louder and make ten be the top number and make that a little louder?"
- "These go to eleven."

This Is Spinal Tap (1984)

kanonet

Im not really deep into POLYVECTOR, but i would say that every POLYNEWSTRIP that you use to replace a STARTPOLY speeds things up.

Now lets say you want to draw a quad (thats the case most times, right?), then using trianglestrip or trianglefan will mean you need to call 4 POLYVECTORs. If you would use simple triangles you would need to call POLYVECTOR 6 times. This means that you will call it 2 times unnecessarily, which means you send 2 not needed pairs of coords to the graphic card, of cause this +50% overhead will cause a slow down. So you should avoid using simple triangles. Of cause its faster if you dont just draw a quad+NEWSTRIP+ next quad+ etc... but use a longer strip/fan to draw more tiles in one run. If you use strip or fan depends on the situation and personal taste, but i prefer strip, cause its easier to imagine and realise it in code. With strip you could be able to draw your whole tilemap without a single NEWSTRIP or STARTPOLY, but its hard to create. But just draw quads(strip)+NEWSTRIP should be a good compromise between execution speed and development speed too, as long as you dont have to many STARTPOLYs. Just a few thoughts from me, nothing that keeps you from testing on your own. ;)
Lenovo Thinkpad T430u: Intel i5-3317U, 8GB DDR3, NVidia GeForce 620M, Micron RealSSD C400 @Win7 x64

fuzzy70

Thanks Kanonet  =D, at least what you wrote has given me ideas on how to implement polyvectors. It's just every time I look at the online help the text based layout describing the 3 poly modes just throws me off course a bit lol. I cannot think of a use for using single triangles as yet with regards to a tile based map but something may pop into my head one day while playing around.

Lee
"Why don't you just make ten louder and make ten be the top number and make that a little louder?"
- "These go to eleven."

This Is Spinal Tap (1984)