Replying to:MZ952[poll=p314][/poll]
Just out of curiosity. I want to support all consoles, but I'd like to know how much procrastination room I have on the subject.
It occurs to me that I may need to redesign a few key elements in the engine to accommodate older systems. This can actually be done now by lowering the render rate of the game. The engine would perform the physics routine at a nominal 24 fps while the frame rate would sit at some other, lower value. This would mean that the physics routine would be called multiple times in secession before the screen renders. Game objects and events would be consistent across platforms, and only the rate at which the render occurs would be different. I want to avoid frame drops altogether, so I'd have to take the middle-upper bound of the refresh rate.
If it wasn't for my broken cable I'd vote too. I miss the compact size.
Replying to:MZ952[poll=p314][/poll]
Just out of curiosity. I want to support all consoles, but I'd like to know how much procrastination room I have on the subject.
It occurs to me that I may need to redesign a few key elements in the engine to accommodate older systems. This can actually be done now by lowering the render rate of the game. The engine would perform the physics routine at a nominal 24 fps while the frame rate would sit at some other, lower value. This would mean that the physics routine would be called multiple times in secession before the screen renders. Game objects and events would be consistent across platforms, and only the rate at which the render occurs would be different. I want to avoid frame drops altogether, so I'd have to take the middle-upper bound of the refresh rate.
well ive joined you chicken and im really excited to see how this pales once the server is no longer under maintenance.
>gone for 3 days and come back to this but with server under maintenance?!?!?!
oooooh i really like this, a bit slow on my oleeeeeddddddddd 3ds but still very gud.
reminds me that i need to work on my game too..
its really funny about the tile breaking (where the tile flies to the player like in terraria) because its such a simple yet fun thing to make but as to save speed i would recommend making them sprites same with player and the little blobs
I flew down a slope then up the next. Then I got stuck in some blocks. Even the glitches are interesting.
Replying to:spaceturtlesI flew down a slope then up the next. Then I got stuck in some blocks. Even the glitches are interesting.
If you hit a block at just the right angle and velocity, you can get stuck. It's only a matter of breaking yourself out, but still . . .
I'm currently looking into improving the collision.
Replying to:spaceturtlesI flew down a slope then up the next. Then I got stuck in some blocks. Even the glitches are interesting.
yeah if anything it needs that
Update on the awkward collision:
I've fixed that stuttering phenomenon that sometimes happens when you're cruising along on flat ground.
That used to happen due to the engine being tricked into thinking you've collided with a wall.
Sometime in the future (no comment on when) I'll publish a more educated demo, which will practically be the prerelease of the first version of the game.
Replying to:MZ952Update on the awkward collision:
I've fixed that stuttering phenomenon that sometimes happens when you're cruising along on flat ground.
That used to happen due to the engine being tricked into thinking you've collided with a wall.
Sometime in the future (no comment on when) I'll publish a more educated demo, which will practically be the prerelease of the first version of the game.
Is the slowed down fall through leaves intentional? It's pretty cool.
Replying to:MZ952Update on the awkward collision:
I've fixed that stuttering phenomenon that sometimes happens when you're cruising along on flat ground.
That used to happen due to the engine being tricked into thinking you've collided with a wall.
Sometime in the future (no comment on when) I'll publish a more educated demo, which will practically be the prerelease of the first version of the game.
Yes. And if you hold (A) while on a tree trunk, you can shimmey your way up it, as if you're climbing the tree. You can also jump on the tree branches.
In the future I want this climbing mechanic to be a little more aesthetic, though.
Replying to:MZ952Update on the awkward collision:
I've fixed that stuttering phenomenon that sometimes happens when you're cruising along on flat ground.
That used to happen due to the engine being tricked into thinking you've collided with a wall.
Sometime in the future (no comment on when) I'll publish a more educated demo, which will practically be the prerelease of the first version of the game.
That's cool. If you're using bg tiles for the blocks and a graphic command or sprite for the player you can use gprio to make the trees fall in behind the character unless foreground blocks are intentional.
Replying to:MZ952Update on the awkward collision:
I've fixed that stuttering phenomenon that sometimes happens when you're cruising along on flat ground.
That used to happen due to the engine being tricked into thinking you've collided with a wall.
Sometime in the future (no comment on when) I'll publish a more educated demo, which will practically be the prerelease of the first version of the game.
Yes, I intended tiles to be in the foreground. It's not in the demo, but there's background tiles as well for cave walls and stuff. I might modify that part to draw trees and other special tiles (like water).
Replying to:MZ952Update on the awkward collision:
I've fixed that stuttering phenomenon that sometimes happens when you're cruising along on flat ground.
That used to happen due to the engine being tricked into thinking you've collided with a wall.
Sometime in the future (no comment on when) I'll publish a more educated demo, which will practically be the prerelease of the first version of the game.
Can't wait to see what the water will be like!