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Socoder -> In-Development -> Flip Out!

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Sun, 14 Aug 2016, 09:24
spinal
Very very very very early test...

socoder.net/uploads/124/FlipOut.rar

There is a lot of work to do, graphically and code-wise, but slowly something is happening.

exit = blue tiles, remove all green/pink tiles to exit.
death = fall off.

in both cases a random level will load.

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Sun, 14 Aug 2016, 09:31
steve_ancell
I get the following error:
Data folder not found
There should be 'windows_test_Data'
folder next to the executable
Sun, 14 Aug 2016, 09:38
spinal
REuploaded, just scraped the filesize limit
Sun, 14 Aug 2016, 09:52
rockford
Plays very nicely, but perhaps a tad too slowly. Movement and the falling could be a bit faster.

Also didn't know how to quit without using Task Manager - ESC didn't work.

A great start though
Sun, 14 Aug 2016, 09:59
Jayenkai
Yeah, the speed's a bit slow. But I understand why you did that. Makes it less possible to over-shoot the mark.

Perhaps give the player a switch to select from slower "Hold" motion, to a "Tap" motion with faster speed. (Maybe even a permanently available toggle on the game's GUI?)

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Sun, 14 Aug 2016, 10:08
Jayenkai
Holy shit, that's a big exe!
Sun, 14 Aug 2016, 14:46
steve_ancell
Weyehey a Sensitive clone, absolute f***ing genius, nice one!

Runs fine here BTW, and there I was thinking Unity stuff ran too slow on my PC. Perhaps when I tried Unity myself I may have used the wrong settings or something.
Sun, 14 Aug 2016, 22:07
spinal
I'll look at changing the speed a little, maybe add it as a difficulty level or something.
My biggest issue right now is not knowing unity, horrible thing.

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Thu, 18 Aug 2016, 02:26
spinal
The damn things a bit on the big side

1mb Animated Gif (sorry Jay)...
> Reveal 🔎

Drastic colour reduction for the gif, it does look a little better than that (honest). I was thinking about having collectible skins for the player, different sorts of boxes I guess.
Anyway, smoothed out the camera a little, rudementary teleports working, now I'm stuck at the "it works enough for me to play for hours at a time, so I am" stage, dammit!

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Thu, 18 Aug 2016, 02:30
Jayenkai
Looking good
Thu, 18 Aug 2016, 05:55
rockford
That looks pretty good - better than the playable demo, both in terms of graphics and speed. That puzzle looks a bit of a bastard at first though!
Thu, 18 Aug 2016, 06:29
steve_ancell
spinal My biggest issue right now is not knowing unity, horrible thing

You're doing a pretty damn good job so far.
Fri, 19 Aug 2016, 11:22
spinal
Right, before I go signing up to a unity forum and asking there, does anyone know why the following script might be causing any issues, currently it seems to be preventing me from building a nintendo 3ds rom image.



Am I doing something particularly stupid that might be eating up memory or something?

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Fri, 19 Aug 2016, 11:38
rockford
In your data statement (OK, PRIVATE INT[] LEVEL=) you are ending with a comma. That isn't normal in any language that I've used.

Although if it's compiling for other systems that might not be an issue.

Could it be the floating point numbers? eg "float tileZ = -.6f" This is really weird coding; I've not seen or used anything like that before.

Dunno. If this is Unity standard, then it's nutso!
Fri, 19 Aug 2016, 12:04
Jayenkai
Could it be the size of the level array?
Consider compiling with just a couple of levels, and see if that works.

I only ask because that's exactly the issue I'm having with Puzzobomb, right now

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Fri, 19 Aug 2016, 12:41
rockford
Rather than hardcoding the level data, could you not just whip up a level editor and load each level as required?

It would save an awful lot of manual data entry.
Fri, 19 Aug 2016, 22:26
spinal
Rock - yeah, the float thing is weird but without that crazy the compiler turns it into a double then complains that it can't turn a double into a float!

Jay - I'll try with smaller/ no level data, might be a start.

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Sat, 20 Aug 2016, 11:02
spinal
It's definitely something to do with that array, not sure what yet, but removing it seems to let it build just fine!
Looks like it'll be sooner rather than later when I add proper level loading.
(the data I've been using is from the DS homebrew version, many years ago).
Gives me a chance to come up with an idea for how to encode the teleport destinations, rather than just searching for the next block in the level array).

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Sat, 20 Aug 2016, 11:22
rockford
Re: Teleporter - If standard blocks are say less than 9, then you could just number the teleporters sequentially from 10 or even 100. Then when on one it transports you to the next teleporter in sequence. Once the last teleport value has been arrived at, then link back to the first. Or something along those lines.
Sat, 20 Aug 2016, 12:11
cyangames
whoa... you have a 3ds licence?
Sat, 20 Aug 2016, 12:14
spinal
Sure, it's free now! (so is WiiU) Although you do still have to buy the special dev hardware if you ever want to publish, which price-wise seems to depend on how thorough you want to test your stuff. Not sure how much I can talk about in public, but it looks like just a dev 3DS might be enough (hopefully, because its by far the cheapest option).

https://developer.nintendo.com/

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Mon, 22 Aug 2016, 06:33
spinal
Just played through all 60 of the C64 sensitive levels, but my old computer didn't like that one bit, sounded like it was going to have a melt down.
But at least I have level loading working properly.

|edit|
Dammit, now its doing that thing where a rotated tile completely refuses to rotate in the correct direction, even when the orientation is completely reset first!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!111111111111111111111111one

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Mon, 22 Aug 2016, 22:33
spinal
Right, got that bit working, look OK if I do say so myself

> Reveal 🔎

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Mon, 22 Aug 2016, 23:39
Jayenkai
Oooh, that looks nice!
Tue, 23 Aug 2016, 00:47
rockford
^ ^
What he said
Tue, 23 Aug 2016, 03:48
steve_ancell
^^^
What they just said!
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