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« Forum Index < The Aeon Development Board
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Isa
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Friday, August 28 2009, 9:12 am EST
No. I'm an octopus.

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So, you reject by writing approve in all caps, making it seem like you're approving? News to me.
shos
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Friday, August 28 2009, 10:15 am EST
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'Isa' said:
So, you reject by writing approve in all caps, making it seem like you're approving? News to me.
...what?

and kro, why would that create cheatable things? or any problems at all?


krotomo
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Friday, August 28 2009, 10:18 am EST
The Shepherd

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I just think it would make the game too confusing and complicated. I think we have thought of enough crate. say, has anyone thought of steel arrow crates yet?
Ckjr
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Friday, August 28 2009, 10:21 am EST

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Nooooo. I thought that too. Main reason's cause is that there too many crates with too many uses. Like using lava for example. What happens when an arrow flys into it? Or how about a falling crate? And what about crates that are already in the lava when the game starts? The more crates you create, the more "interactivity" you will require amongst all the crates = cheatable stuff + amazing glitches.
shos
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Friday, August 28 2009, 11:16 am EST
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well glitches are not supposed to be since livio is the guy who writes the code(despite the fact that it supports your cause even further). and cheatable stuff - that's the whole idea of cavemaking you know, you 're supposed to build your level in a way that it won't be cheatable.


krotomo
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Friday, August 28 2009, 11:22 am EST
The Shepherd

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yeah, but the more crates, the more possible glitches. In my opinion, we kind of already have enough crates already. And don't forget: The more crates the more we have to draw and plan out and see how it effects and stuff.
shos
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Friday, August 28 2009, 11:33 am EST
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oh come on, you don't lessen your game's options cuz you 'fear glitches'. glitch is by definition something that is not supposed to happen, that its happening wasn't pre-planned by the code writer; but anyways - why would that be bad? i mean, if it weren't for glitches in games, this site wouldn't have existed. and about that last line of yours - making this new game is a very big project; drawing is not even a problem, and it is not supposed to affect anything at all. you're talking as if you're the one making the game, and you say, "that's enough work for me, so beat it all of you, i don't want anything more to make my life harder".

you can't reject something because you have too many options. worst case scenario - don't use that object.

edit:
i got -karma'd? lol  


Ckjr
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Friday, August 28 2009, 11:44 am EST

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Well, for certain i didn't -karma your post. Since accel has already started the basic game design, we'll just have to see how things would turn out.
jellsprout
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Friday, August 28 2009, 12:31 pm EST
Lord of Sprout Tower

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Drawing that many crates won't be a problem at all, as it will be mostly be copy/pasting the seperate parts. All I need are 4 crates, 4 coloursets and the images of the items they might contain. That is very little.


Spoiler:
krotomo
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Friday, August 28 2009, 12:34 pm EST
The Shepherd

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'jellsprout' said:
Drawing that many crates won't be a problem at all, as it will be mostly be copy/pasting the seperate parts. All I need are 4 crates, 4 coloursets and the images of the items they might contain. That is very little.
wow. I never thought of it that way. Now it seems so easy
Harumbai
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Friday, August 28 2009, 5:58 pm EST
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What about if there is a flying crate and a normal crate released in the same column and odd number of tiles away from each other? which one will end up in the middle? and how will we make it look good?


Upcoming HatPC level: Sanctuary, coming soon to an internet browser near you...
jellsprout
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Friday, August 28 2009, 6:06 pm EST
Lord of Sprout Tower

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That depends if falling crates interact with eachother. In HatPC they would simply pass through eachother.


Spoiler:
shos
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Friday, August 28 2009, 6:13 pm EST
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uh, in both cases there is a problem: suppose f is a flying crate. what would happen in this code:

Code:
xxxxxx
x   x
x   x
x  bx
x> Kx
x  fx
x   x
x   x
x   x
x^  x
x   x
x   x
x   x
x   x
x#xxx
xxxxxx


what is going to happen when you trigger the arrow? we know that an object falling has a delay of movement, aka, even after it falls there are a few moments it's "still there" in spirit - like in Triathlon in the first minipuzzle. so when themetal is destroyed, the two crates will fly to each other. if they hit each other, they'll have to be half-in-a-tile whcih is a problem. if they don't, they'll get through the middle tile(where the K was) and land on the 'spirit' of the other one, thus they'll both stand on the same tile - a problem too.

what say you.?


jellsprout
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Friday, August 28 2009, 6:15 pm EST
Lord of Sprout Tower

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We have already decided we won't include such a delay in Aeon. If an object is falling, it won't leave behind a spirit.


Spoiler:
Harumbai
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Friday, August 28 2009, 6:24 pm EST
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Nevermind,

But they'll go through each other? that seems a bit strange


Upcoming HatPC level: Sanctuary, coming soon to an internet browser near you...
krotomo
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Friday, August 28 2009, 6:28 pm EST
The Shepherd

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'jellsprout' said:
We have already decided we won't include such a delay in Aeon. If an object is falling, it won't leave behind a spirit.
but that could cause major problems in traps. I think we should definitely REJECT flying crates. It would just be too complicated.
shos
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Friday, August 28 2009, 6:31 pm EST
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okay. so...i suppose things will get through each other? cuz...well watch my other post...


krotomo
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Friday, August 28 2009, 6:36 pm EST
The Shepherd

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how about this?
Code:
'
terrain 1
background 1
water clear
xxxxxx
xxxxxx
xx  xx
xx =xx
xx  xx
xx  xx
xx /xx
xx  xx
xx  xx
xx fxx
xxxxxx
xxxxxx
would the flying crate and dynamite go on the platform? Would the dynamite explode the platform? what if flying crate/crates that are going up always go on a platform? would one come down? They both can't fit in one space. if the flying crate and dynamite DID go on the platform would on have to break the platform to get up?
shos
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Friday, August 28 2009, 7:15 pm EST
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well i can't see the problem with the dynamite. it'll boom the platform, just like in hatpc...well actually in this code the dynamite won't go high enough and it'll bounce up and then fall down without getting to the platform.. but anyways.

the flying crate - well i guess it'll stop on the tile right under. i think what you mean is:
Code:
terrain 1
background 1
water clear
xxxxxx
xxxxxx
xx #xx
xx =xx
xxV xx
xx  xx
xx  xx
xx  xx
xx>Kxx
xx fxx
xxxxxx
xxxxxx
will get you this:
Code:
terrain 1
background 1
water clear
xxxxxx
xxxxxx
xx  xx
xx =xx
xx fxx
xx  xx
xx  xx
xx  xx
xx  xx
xx #xx
xxxxxx
xxxxxx
  


krotomo
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Friday, August 28 2009, 7:22 pm EST
The Shepherd

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'shos' said:
well i can't see the problem with the dynamite. it'll boom the platform, just like in hatpc...well actually in this code the dynamite won't go high enough and it'll bounce up and then fall down without getting to the platform.. but anyways.

the flying crate - well i guess it'll stop on the tile right under. i think what you mean is:
Code:
terrain 1
background 1
water clear
xxxxxx
xxxxxx
xx #xx
xx =xx
xxV xx
xx  xx
xx  xx
xx  xx
xx>Kxx
xx fxx
xxxxxx
xxxxxx
will get you this:
Code:
terrain 1
background 1
water clear
xxxxxx
xxxxxx
xx  xx
xx =xx
xx fxx
xx  xx
xx  xx
xx  xx
xx  xx
xx #xx
xxxxxx
xxxxxx
  
but a dynamite is supposed to be broken for it to go BOOM
shos
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Friday, August 28 2009, 7:42 pm EST
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then i don't get what you mean. show me with the codes.


Livio
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Friday, August 28 2009, 8:30 pm EST

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'jellsprout' said:
So we are going to add sub-classes too now? In that case, I suggest floating crates, weightless crates and flying crates.
Floating crates float in water, but act the exact same as regular crates in air.
Weightless crates won't fall down, even if a crate below it is destroyed or if a crate falls ontop of it.
Flying crates act the exact same as regular crates, except they fall up. Like balloons in Ice Caves (this was the original damnit, not those bloody Faerie Caves). If a regular crate and a flying crate are touching, they won't fall. Even if there are 5 regular crates and 1 flying crate, they won't move.

Perhaps it might even be a good idea to simply use weights as a seperate sub-class.
My suggestion for making each of these distinguishable from eachother, is by making the breakability of each crate colour coded (white for fragile, brown for breakable, etc.) and making weight material coded. Like metal for regular crates, wood for floating crates, concrete or stone for weightless and balloons for flying.
all of this sounds great. I'd APPROVE such a thing.

I think the flying crates could create some really cool traps. We should also have an option for the quantity of an object's weight which would result in varying "falling" speeds. Especially since we're coding the tiles to be totally customizable.

A major issue here would be midair collisions that would result in uneven tile locations. What if after they collide in mid-air, they will slowly adjust to the nearest set tile spaces? And we could do it in a way that looks natural.
shos
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Friday, August 28 2009, 8:36 pm EST
~Jack of all trades~

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'Livio' said:
'jellsprout' said:
So we are going to add sub-classes too now? In that case, I suggest floating crates, weightless crates and flying crates.
Floating crates float in water, but act the exact same as regular crates in air.
Weightless crates won't fall down, even if a crate below it is destroyed or if a crate falls ontop of it.
Flying crates act the exact same as regular crates, except they fall up. Like balloons in Ice Caves (this was the original damnit, not those bloody Faerie Caves). If a regular crate and a flying crate are touching, they won't fall. Even if there are 5 regular crates and 1 flying crate, they won't move.

Perhaps it might even be a good idea to simply use weights as a seperate sub-class.
My suggestion for making each of these distinguishable from eachother, is by making the breakability of each crate colour coded (white for fragile, brown for breakable, etc.) and making weight material coded. Like metal for regular crates, wood for floating crates, concrete or stone for weightless and balloons for flying.
all of this sounds great. I'd APPROVE such a thing.

I think the flying crates could create some really cool traps. We should also have an option for the quantity of an object's weight which would result in varying "falling" speeds. Especially since we're coding the tiles to be totally customizable.

A major issue here would be midair collisions that would result in uneven tile locations. What if after they collide in mid-air, they will slowly adjust to the nearest set tile spaces? And we could do it in a way that looks natural.
did you totally skip the last two pages? =\

and if you knew alittle of physics...if you take a 1 pound ball and a 1 ton rock - they fall in the same speed =\ that would be g.

and the collision in midair idea of yours - i can't seem to understand how this solves the problem. in the code i have given, what would go where? will the crates just stop there?


krotomo
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Friday, August 28 2009, 8:38 pm EST
The Shepherd

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I would just do what they do in red remover when there is a mid-air collision.

or maybe, if they collided, they would totally EXPLODE
Livio
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Friday, August 28 2009, 8:41 pm EST

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yeah I read the last two pages. I meant that if two opposite-falling objects collide in mid-air, they will naturally stop, unless they have different "weights", then they both travel by the difference of their velocities. But the problem with tiles stopping in mid-air is that it might cause them to stop in a position that is uneven with the rest of the tiles, which causes issues (or should we just not care, and let them be?). So to fix that, they could "slide" into the nearest evenness of tiles.

Quote:
and if you knew alittle of physics...if you take a 1 pound ball and a 1 ton rock - they fall in the same speed =\ that would be g.
lol but you're ok with objects falling up.

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