Log In
Name:
Pass:
Online Members (0)
No members are currently online.
Current Interguild Time:
Sun May 12 2024 5:16 pm
Member Chat Box  [click here to enlarge]
Recent Posts and Comments
« Forum Index < The Aeon Development Board
«Previous | 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 | Next»

Livio
[?] Karma: 0 | Quote - Link
Tuesday, September 29 2009, 5:33 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
I fixed that glitch!!! the one where you could stand on objects even though there was another object right on top of it. I mentioned it in the chatbox and how it was driving me crazy, but I'm not sure I posted it anywhere else. So anyway, it turns out my way to fix it was actually right but had made a mistake.
Isa
[?] Karma: 0 | Quote - Link
Tuesday, September 29 2009, 5:39 pm EST
No. I'm an octopus.

Age: 31
Karma: 686
Posts: 7833
Gender: Male
Location: Uppsala, Sweden - GMT +1
pm | email
'Livio' said:
So anyway, it turns out my way to fix it was actually right but had made a mistake.
This seems vaguely familiar.
Livio
[?] Karma: 0 | Quote - Link
Friday, October 2 2009, 8:52 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
I completely rebuilt the way the game handles horizontal movements. It's kinda more like in real life where it's all about forces causing acceleration which change the speed the object is moving.

Basically, the default settings have an acceleration of 5 px/fr^2, but a max running speed of 10 px/fr. There's also a constant wind resistance of 3 px/fr^2, resulting in a net running force of 2 px/fr^2 and (b/c of the way it's coded) a net max running speed of 7 px/fr. So when you let go of the left or right arrow key, you will decelerate at a rate of -2 px/fr^2 until you stop. But like in real life, the force of friction is never greater than the force in the other direction (this stops the friction from pushing you around when you're just standing there). And the movements all looks exactly the same as it did in the old horizontal movement setup.

The cool thing about this is that you can give tiles some additional friction that will further slow down the player, or you can put negative friction to speed them up And by setting the friction of an object equal to the negative of the constant wind resistance, you essentially create a frictionless surface to walk on. I've also added that "bounce" feature I mentioned before, where colliding with a tile can push you towards another direction. So mix this with the frictionless surface idea and you can make some crazy things.
jellsprout
[?] Karma: 0 | Quote - Link
Saturday, October 3 2009, 7:26 am EST
Lord of Sprout Tower

Karma: -2147482799
Posts: 6445
Gender: Male
pm | email
The force of friction is equal to c*Fn, with c being a friction constant dependant on the two surfaces that are sliding across eachother and Fn being the force exerted by the ground, which is equal and opposite to gravity. So the equation would be c*g*m. This force acts in the opposite direction of the speed, and unless the speed is 0, it is uneffected by speed.
And as I said, the real equations would be a little more complicated than that. If you want to find the max running speed, you would need power besides force. And if you want to factor in the air resistance, you would need a exponential equation.


Spoiler:
Livio
[?] Karma: 0 | Quote - Link
Saturday, October 3 2009, 1:01 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
yeah I actually know that, but since there's no need to over-complicate things.....

btw, I finally set up the crawling function. I just need to make it so that you can't stand up if there's a solid block on top of you.

I also need to make the camera work right. Right now it just makes you at the center of the screen all the time (unless the camera has reached the end of the level). And technically the "camera" is just moving the entire level around the screen so you can get a better view.

I think I'm gonna have to make the camera move at different speeds depending on how far the target is away from the center. And to make it move better, I may decided to make its movements angle based.
Dekudude
[?] Karma: 0 | Quote - Link
Saturday, October 3 2009, 1:12 pm EST
Dekudude

Age: 31
Karma: 64
Posts: 617
Gender: Male
pm | email
Based on your current progress, what percentage of completion would you say you've achieved?


NP Username: xaantan
Livio
[?] Karma: 0 | Quote - Link
Saturday, October 3 2009, 1:18 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
that's hard to say. only counting the game's engine (which excludes any menus for options or the main levels, and excluding the level editor) I'd say about 15%. Excluding water it would be way higher....
Bmwsu
[?] Karma: 0 | Quote - Link
Saturday, October 3 2009, 2:04 pm EST

Age: 28
Karma: 175
Posts: 2557
Gender: Male
pm | email
What percentage are you done with everything?  (Editor, water, etc.)


Livio
[?] Karma: 0 | Quote - Link
Saturday, October 3 2009, 2:05 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
lol that's crazy... maybe around 3%... that's mostly a random guess, though
Bmwsu
[?] Karma: 0 | Quote - Link
Saturday, October 3 2009, 2:12 pm EST

Age: 28
Karma: 175
Posts: 2557
Gender: Male
pm | email
And I had my hopes up when I saw the 15%...


Livio
[?] Karma: 0 | Quote - Link
Saturday, October 3 2009, 2:39 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
Jell started learning ActionScript so he might help out soon. And I'll definitely make more progress when I get more free time. In the meantime, I should probably work on the video archive or guides revamp...
Livio
[?] Karma: 0 | Quote - Link
Saturday, October 10 2009, 12:08 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
yesterday I said that I would release an Aeon demo this weekend so that you guys could find the perfect combination of options for the character movements. But now I've decided to change a good part of how the collision detection system works, after figuring out a better way to do it. So I'm wondering if I should just work on releasing a demo (I still have to set things up so that you guys could edit things), or start working on this update...

nah, I'll just work on releasing the demo and I'll do the rest later. But realize that there will be a glitch when you stop crawling while under a block of terrain....
Livio
[?] Karma: 0 | Quote - Link
Monday, October 12 2009, 10:45 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
man, setting up the demo is taking forever. there are about 40 different options and I have to set up each and every option and make it do stuff.
Bmwsu
[?] Karma: 0 | Quote - Link
Tuesday, October 13 2009, 2:55 pm EST

Age: 28
Karma: 175
Posts: 2557
Gender: Male
pm | email
At least there's still a small chance it'll be released this year.  Small chance, but still there...


Livio
[?] Karma: 0 | Quote - Link
Wednesday, October 14 2009, 12:34 am EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
my credibility is slipping. If I ever had any...

I'm a major step closer to releasing the demo now. I remember I posted in the chatbox that I had like 33 options left to add or something. lol But now I automated it, so that it'll be easier for me to make large scale edits, but that's just to the user interface. I'll add the actual interactivity tomorrow, if I have time, and if I'm not doing college stuff...
shos
[?] Karma: 0 | Quote - Link
Wednesday, October 14 2009, 10:02 am EST
~Jack of all trades~

Age: 31
Karma: 389
Posts: 8273
Gender: Male
Location: Israel
pm | email
so uh, you have 3 days to rock on and have me active, cuz university semester starts next week. Sunday is going to be bad, monday better, tuesday just like sunday, wed worse, thu funny, and weekend...oh the weekend...


Livio
[?] Karma: 0 | Quote - Link
Wednesday, October 21 2009, 1:27 am EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
drastic progress on the Aeon demo today. All of the options are set up, but I still have to make most of the options work. The demo may either be released tomorrow (Wednesday) or the day after that depending on how much homework I get.

btw, one of the options is to set a patterned image as a background for either terrain or the level background, and if you want you can also add color tints of varying degrees. I tried to make it so that you could load images from any URL, but that turned into a huge mess because I'd have to make it wait until the image finished loading and everything. So yeah, you won't be able to do that for now...

Among the options is also the ability to edit the level code, which is based off of my own level language, rather than the now-obsolete HATPC codes. But I just now found a strange glitch involving the level code's textbox and its differences between new lines and the character "\n", which I'll have to fix tomorrow...

btw, the main reason why it was taking so long was because there were like 40 options and I had to create each textbox (with ActionScript-- it saves file size ) then I had to link it to each variable that was recording the default options, and then I had to make it react to changes in the options, find the option, then change that, so that the level can change it. It was a conceptual mess, but I managed to automate the whole process, even the event handling, so that the whole thing takes minimal coding. And to think that when I first started working on this, I thought automating it would be an even bigger mess...
FlashMarsh
[?] Karma: 0 | Quote - Link
Monday, January 4 2010, 5:35 am EST

Age: 25
Karma: 99
Posts: 2727
Gender: Male
Location: UK
pm | email
'jellsprout' said:
'Livio' said:
And isn't it the end result that counts when you make a level? If you can make levels that are generally more fun to play, but not as limited-and-creative as levels in HATPC, which game would you rather play?


That is if people would actually use the costum tiles to make the level fun. I want to bet, that out of every 10 people 9 will use the costum tiles just to create stuff like flaming boulder launchers, not to actually improve the level. Only a select few people are able to actually use the costum tiles option to create actually good tiles, and those people are generally good enough at programming to create their own games.
And remember this, just because you are able to use costum tiles, people will feel they are forced to use costum tiles. They will automatically assume their levels will be inferior to levels that do use costum tiles and will create their own, no matter how sucky they are.

Would you rather play a complicated, uncreative level or a simple, creative level.

'jellsprout' said:
'canadianstickdeath' said:
Why would I do that? I hate seeing these arguments where the main point is that people are going to use them stupidly. You know what else people use stupidly? Treasure. Secret Areas. Water Taps. Arrows.


And I already hate those enough. How do you think giving them a "make annoying crate" button is going to help?

As I said, few people are going to use it correctly. But the fast majority would just make annoying or pointless crates.
'Livio' said:
that's a really depressing way of looking at it, jell. I don't agree with the whole idea that people will subconsciously feel like they'll have to use custom crates. I think the average person, especially those who are just trying out the game will look at the custom crate as just more work, when all they want to do is try out the game.

And I don't like all of these sweeping opinions: (paraphrased quotes) "most people will use it badly", "it'll only make people less creative". The amount of creativity put into a level is only judged by those who have been with a game long enough to have their own standard, but when you first come into the game, you don't care how "creative" it is, as long as the levels are fun. And what's wrong with adding this as another option? Shouldn't we just let people decide for themselves what they want to do with their levels instead of trying to keep them from making mistakes? And if they do make mistakes, wouldn't they learn from them eventually?

Here's an example: A newcomer to HATPC may think that using tons of evil traps is cool, but the community gives them feedback and the newcomer learns that it's a bad thing, so they stop, and then they improve their skills. So if the community criticizes levels that have "unnecessary custom objects", then likewise, wouldn't such a trend also stop?

and I don't like it when people assume that you won't be able to design anything worth using with the custom object feature. Especially when all of the options haven't even been laid out yet, so now you're just insulting us, saying that we could never design a set of options that would be worth using.


If you made Aeon only availiable to Interguild Memebers, custom crates would be OK bercause most people here don't make ridiculous caves, so why would we make ridiculous crates?
jebby
[?] Karma: 0 | Quote - Link
Monday, January 4 2010, 6:56 am EST
Interguild Founder

Age: 32
Karma: 233
Posts: 968
Gender: Male
Location: United Kingdom
pm | email
When's the next demo coming out?
Livio
[?] Karma: 0 | Quote - Link
Monday, January 4 2010, 5:14 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
Probably not very soon. Right now I'm prioritizing on the site reform, which I hope to finish before January is over. After that, I'll be back to Aeon, but the next demo might not come out until we actually need something to test, like maybe once I get the standard set of tiles working, like arrows and dynamite and stuff.
Isa
[?] Karma: +2 | Quote - Link
Monday, January 4 2010, 5:18 pm EST
No. I'm an octopus.

Age: 31
Karma: 686
Posts: 7833
Gender: Male
Location: Uppsala, Sweden - GMT +1
pm | email
Aeon updates are crucial. Look at all the reforms done to things around the site: They've done nothing to increase activity. I can live with decent video archives/article systems, but I don't want Aeon delayed even further.
Livio
[?] Karma: 0 | Quote - Link
Monday, January 4 2010, 5:21 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
well, I think the site reform is crucial right now b/c it makes the site look more distinguished so that when Aeon happens we'd be more likely to keep the interest of new members, while increasing the ease of use of the level database for current members.
Harumbai
[?] Karma: 0 | Quote - Link
Monday, January 4 2010, 5:21 pm EST
[|]-X-[|]

Age: 30
Karma: 260
Posts: 1743
Location: New Zealand
pm | email
What's wrong with the way the site is now?


Upcoming HatPC level: Sanctuary, coming soon to an internet browser near you...
Livio
[?] Karma: 0 | Quote - Link
Monday, January 4 2010, 5:29 pm EST

Age: 31
Karma: 470
Posts: 9620
Gender: Male
Location: Arizona, USA
pm | email
I guess I'm always looking for stuff to not like about the site, but the big change with my "site reform" is a restructuring of the way this site is presented. It'll be more like you're browsing a site that was originally intended to be a Level Database, but all of a sudden, all this stuff was added to it, like the forums, the community stuff, video archive, competitions, guides, etc. That way, it gets you to focus more on the Level Database, and then everything else will seem like an "extra" and will therefore impress you more.

However, right now, the site is kinda sloppy in what it's "trying to be". We're kinda telling new members that we're a community who just really likes games with user created content and that we do all this cool stuff with it like have a level database, post videos, etc. It's too abstract of a concept it's not something that'll get people interested in the site quickly. The only real interesting and original thing we have right now is the fact that we are an active HATPC community. But the fact that the new reformed site will mainly be the level database for all games is definitely something that could spark interest among people who happen to find this site.
Isa
[?] Karma: 0 | Quote - Link
Monday, January 4 2010, 5:37 pm EST
No. I'm an octopus.

Age: 31
Karma: 686
Posts: 7833
Gender: Male
Location: Uppsala, Sweden - GMT +1
pm | email
I summon Yaya!

Yaya, you joined the "new" Interguild after this was released. We need your point of view in this case. Does anything that Accel said sound familiar to what you thought when you joined us?

« Forum Index < The Aeon Development Board
«Previous | 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 | Next»

LOCKED TOPIC: You can no longer reply to this topic nor can you edit any posts in this topic.

© 2024 The Interguild | About & Links | Contact: livio@interguild.org
All games copyrighted to their respective owners.