Gravlab II
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- Calc Master
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Friction almost works, i made a mistake though in using the speed (My speed was in m (pixels)/iteration, though it has to be m/s. The former is much smaller so it didnt work out right.. It'd be easy to fix tho).
The frontend is almost finished, i'm puzzled about how to transfer the input from the basic to the asm tho. I can load the list input in Op1, but I can only convert it to a nr<10000 using ConvOp1. I guess i have to do some creative precalculation..
At the moment the code is very flexible, so implementations (like a scrolling map instead of a moving sprite) in games would be easy.. but first get the general sim working.
There's not much to see in the screenies, except that it falls and stuff. It's not really an eye candy project. So i wont post now.
I;m currently doing documentation like mad. It's a school project, so making a nice bit of paper with what i did is most of the work (helps making the code more structured though)
The frontend is almost finished, i'm puzzled about how to transfer the input from the basic to the asm tho. I can load the list input in Op1, but I can only convert it to a nr<10000 using ConvOp1. I guess i have to do some creative precalculation..
At the moment the code is very flexible, so implementations (like a scrolling map instead of a moving sprite) in games would be easy.. but first get the general sim working.
There's not much to see in the screenies, except that it falls and stuff. It's not really an eye candy project. So i wont post now.
I;m currently doing documentation like mad. It's a school project, so making a nice bit of paper with what i did is most of the work (helps making the code more structured though)
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- Calc Master
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It's pretty much finished. It's only 1135 bytes (most of that space is math routines), uses NO romcalls at all (so it should be compatible with whatever shady OS some of you guys might make someday) and is VERY editable. The values like gravitation force and start velocity can be directly edited, and it's neatly sorted in .inc files, determined by function. For example, editing keys.inc to allow jumping and running by putting a speed somewhere should make a very basic platformer. Add a tilemap in draw.inc and a collision detect in stuiter.inc and tadaa!
The downside is that it's currently skipping 40 frames until it draws.. That can be made less by editing the timechange, but it also drops precision that way. So yeah.. that kinda sucks.
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- Calc Master
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I'm working on a Sonic-like game now, mainly to test implementation in real games. The controls are far from perfect at the moment, but there are a lot of settings that have to be tweaked. I still gotta do a lot, for example collision detection with tiles, and proper changing of the fox character sprite, but it's a start.
picture removed because of server problems
picture removed because of server problems
Last edited by leofox on Tue 06 Mar, 2007 3:37 pm, edited 1 time in total.
- KermMartian
- Calc Wizard
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- elfprince13
- Sir Posts-A-Lot
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- Calc Master
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I never said it had to be 'earth' physically correct. That screenshot has an air friction of ZOMG way too much, because it allows you to move with the same force in the air as on the ground. I wouldn't want to allow it to jump too far and stuff.kv83 wrote:Looks really nice. He seems somhow to float a little to long though (or is that just me). Keep us updated man!
I'm going to make the moving force while in the air a lot less or nothing at all.
Digitan has made his own physics engine for the sonic game, that is better in the sense that it has proper collision, sloped tracks and multiple objects. In other words, it's a lot more finished. However, as far as I know my engine is a bit more precise and a lot more customisable. I would consider his engine more fit for Sonic at the moment.
I'm trying to make my own game with this, that will be not Sonic but kinda like it. Maybe Psycho Fox?
It's currently codenamed "project Leo the Fox" after Sonic the Hedgehog. The sprites are heavily based on UTI's project Sonic, and the character sprite is based on Tails.
- elfprince13
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