Topic:   intro + artillery game   (Read 43580 times)


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EqwanoX


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Re: intro + artillery game
« Reply #30 on: January 09, 2012, 09:38:37 AM »
OMG! you have to convert this to full screen! larger maps would make it so much better

Circuit


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Re: intro + artillery game
« Reply #31 on: January 09, 2012, 01:35:28 PM »
Full screen rendering would be a lot slower.  As it is, I get 19 fps in color and 36 fps in black and white.  The program draws a filled rectangle for the sky, then draws 540 vertical lines on top of that for the earth color, and then 540 lines on top of that for the surface.  Full screen rendering (1024x768) would require about twice as many lines in either mode, so it would be about half as fast, and probably less than that, because the rectangle would be larger and the earth-coloring lines would be longer.

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Re: intro + artillery game
« Reply #32 on: January 09, 2012, 05:16:14 PM »
Woh.

I sense a need for a faster game maker! *Time to get back to work!*

Circuit


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Re: intro + artillery game
« Reply #33 on: January 09, 2012, 07:07:37 PM »
Heh.  That was kind of a shameless plug, but yeah, get on it!  I want the improved speed that a JavaScript-based tool (HTML5 GM) can offer.  That, and OOP support.

Connors


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Re: intro + artillery game
« Reply #34 on: January 09, 2012, 08:07:21 PM »
Speaking of shameless plugs... No I'm kidding.
How does it look if you don't draw the second 540 lines for the surface? Or even better, make the lines below twice as thick, and draw every other line. Depends on how far you can take the resolution before it looks bad.
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Circuit


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Re: intro + artillery game
« Reply #35 on: January 10, 2012, 12:28:15 AM »
Connors, thank you so much!  I just wrote a new pair of rendering methods which draw half the number of lines.  It looks good, and the speed increase is dramatic:
High quality color: 19 fps
Low quality color: 26-28 fps (depending on surface line thickness)
High quality black and white: 34 fps
Low quality black and white: 47-54 fps!!!!!

Gan


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Re: intro + artillery game
« Reply #36 on: January 10, 2012, 01:09:20 AM »
Impressive!

Circuit


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Re: intro + artillery game
« Reply #37 on: January 11, 2012, 03:45:02 PM »
That was a really good idea Connors.  I took it a step further and allowed the method to divide the array by any number that's a factor of the screen's width.  So it can render every other line, or every 3rd, etc., greatly improving speed.  Also, the factor can be gradually incremented & decremented for blurring & sharpening effects:


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Re: intro + artillery game
« Reply #38 on: January 11, 2012, 05:08:34 PM »
Wow haha! That's intense!

Way cool effect, would look very nice as a transition between maps

EqwanoX


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Re: intro + artillery game
« Reply #39 on: January 12, 2012, 09:55:10 AM »
that looks awsome, i tryed to make my own, it runs pretty smooth compiled, but its not as mathmatically accurate, press space to throw grenades
http://www.mediafire.com/?byxc5cb3wnp3oqp

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Re: intro + artillery game
« Reply #40 on: January 12, 2012, 03:00:29 PM »
That's really smooth!  I like how you can stand close to a hill and throw grenades rapid-fire, BAM BAM BAM, and the game doesn't slow down.  How did you program the movement of the guy and the grenades?

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Re: intro + artillery game
« Reply #41 on: January 12, 2012, 03:18:50 PM »
Wow, haha. That's awesome!
http://cl.ly/2W3W0b1f291R0R0u0g1l

EqwanoX


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Re: intro + artillery game
« Reply #42 on: January 13, 2012, 09:10:53 AM »
and throw grenades rapid-fire, BAM BAM BAM,
Wow, haha. That's awesome!
lolz, its like portal! i gotta add more to this

movement is the same as in the mario platformer i made a while back, in a timer, if leftkey=1 then let xspeed+=-2, and for inertia, if left and rightkey equal 0 then if xspeed is greater than 0 subtract 2 otherwise add 2. also each pixel on the x axis has a y value so instead of running a FOR loop to see where the player is, it just checks the pixel value that the player is on to determine if he's on the ground or not


Connors


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Re: intro + artillery game
« Reply #43 on: January 13, 2012, 09:20:46 AM »
You could even add code to check the slope of terrain and decide if he can walk up it.
Warning: The above post may have been modified multiple times.

"In a great game, the character must never perfectly obey the user's command"
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EqwanoX


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Re: intro + artillery game
« Reply #44 on: January 13, 2012, 09:36:04 AM »
i added movement for fun but i think it would be better as a game with stationary tanks and health bars