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Author Topic: OmniLudiCon  (Read 13969 times)

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Arc

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Re: OmniLudiCon
« Reply #20 on: July 16, 2008, 03:21:22 PM »

Stickied topic, donated some cash, and would have given the topic an icon, but I can't login to the server at the moment.

:ohshi~: PANIC!

Oh, and :slow:
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Zaratustra

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Re: OmniLudiCon
« Reply #21 on: July 16, 2008, 04:08:08 PM »

Is there any way to make hit-box detection a little more intelligent (e.g., relative to the pixels actually being drawn, rather than the square borderin which they're allowed to be)?  (See: invaders clone)

Yes. And it's SLOW.

sei

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Re: OmniLudiCon
« Reply #22 on: July 16, 2008, 04:09:59 PM »

Damn.  Was worth a shot.  What about custom-defined (per-object) sub-regions that don't really hit the pixel level, but are a little closer to it than the gigantic square?  A little faster, but too big of a pain in the ass?
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Zaratustra

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Re: OmniLudiCon
« Reply #23 on: July 16, 2008, 04:40:41 PM »

What element are you having a particular hassle with?

Also, trophies are pushable by platforms. If you want immobile prizes, use coins or flags.

sei

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Re: OmniLudiCon
« Reply #24 on: July 16, 2008, 04:42:59 PM »

What's bugging me is that the trophy can get pushed through walls.  Using a coin will let me implement the idea I had, though, if coins don't get pushed at all.

As far as collision detection, it was mainly the invaders game feeling really clunky, but it's kind of annoying having the corner of one box hit the corner of another and dying, even though there's no overlap.
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Catloaf

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Re: OmniLudiCon
« Reply #25 on: July 16, 2008, 05:22:08 PM »

The green blocks should bounce off of spikes.
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Zaratustra

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Re: OmniLudiCon
« Reply #26 on: July 16, 2008, 05:55:53 PM »

Bugfixes

* Leopold can walk through walls?
* platforms don't go through shelves
* Left/back arrow in edit mode doesn't do anything.
* Are the knife after-images intentional?  If not, can they decay a little faster?  (See: hunt for food.)
* The seeker shot either doesn't work, or I don't understand what it does.  What it's doing right now is placing a bullet that just sits there.  Which in effect works like a land mine.  Which is cool!
Sorry. Now it works properly.

Also:
mines now die when they hit a wall, as they should. in addition they also damage bricks upon collision
Bimmy has adjustable jump height controlled by how long you hold down jump.

LaserBeing

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Re: OmniLudiCon
« Reply #27 on: July 16, 2008, 06:15:59 PM »

Speaking of the knife, in Hunt for Food the south-facing sword attack uses the north-facing sword image.

Also the description for ladders in the editor says "Billy and Timmy"... a relic from before they were consolidated into Bimmy, I presume?
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Brentai

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Re: OmniLudiCon
« Reply #28 on: July 16, 2008, 06:38:42 PM »

...I ought to stop making games that rely on bugs as their main mechanic.
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sei

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Re: OmniLudiCon
« Reply #29 on: July 16, 2008, 07:04:59 PM »

Ditto.So should that user who uses randomized log-in handles.
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James Edward Smith

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Re: OmniLudiCon
« Reply #30 on: July 17, 2008, 12:27:57 PM »

Wow, nice job Zara. I'll find a way to make an RTS when I get home.
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Talk? Talk is for lovers, Merlin. I need a sword to be king.

Saturn

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Re: OmniLudiCon
« Reply #31 on: July 17, 2008, 12:55:00 PM »

it would be nice to be able to stand on top of ladders
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Zaratustra

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Re: OmniLudiCon
« Reply #32 on: July 17, 2008, 04:12:05 PM »

* Bimmy and Kunoko's obstructions revamped. Most issues with their movement and Leopold's should be gone now
* While falling, if Bimmy clips the edge of a horizontally moving green block, he can walk/stand on a line level with the bottom of the moving block.
*  spawners also seem able to embed evil balls inside of bricks
* Rotate a ladder to get a ladder with a shelf atop it

Zaratustra

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Re: OmniLudiCon
« Reply #33 on: July 17, 2008, 04:27:49 PM »

Also the description for ladders in the editor says "Billy and Timmy"... a relic from before they were consolidated into Bimmy, I presume?

Kunoko was Timmy, actually. Then I decided to make her a girl ninja for more fan art.

Norondor

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Re: OmniLudiCon
« Reply #34 on: July 17, 2008, 06:38:57 PM »

that's the mark of a professional
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James Edward Smith

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Re: OmniLudiCon
« Reply #35 on: July 17, 2008, 08:29:18 PM »

Could you make it so that random spawner can't spawn things inside of blocks?
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Zaratustra

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Re: OmniLudiCon
« Reply #36 on: July 18, 2008, 04:13:08 AM »

I thought I did.

Zaratustra

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Re: OmniLudiCon
« Reply #37 on: July 18, 2008, 01:44:33 PM »

* Games are now listed backwards
* Floating platforms now connect like paddles. I'm still working on proper platform code.
* Shelves can be rotated.
* Paddles should obey proper shelving.
* New element: Trapdoors. They're destroyed when something is fully contained over them, and take the object with them. Players lost to trapdoors are not considered 'dead' and the game goes on.

Friday

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Re: OmniLudiCon
« Reply #38 on: July 18, 2008, 11:02:00 PM »

My epic series, I Want To Be The Ninja Girl, is complete.

First person who beats all 8 parts gets a prize. Keep in mind that for parts 4-8, you have a sword.

Oh, and, uh. Anyone who can survive a minute in Shippu2 gets a puppy.
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Saturn

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Re: OmniLudiCon
« Reply #39 on: July 19, 2008, 02:31:57 PM »

paddle icon doesn't rotate.
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