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Work in Progress / (labyrinth - minigame)

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Valle
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Posted: 17th Jun 2009 00:06 Edited at: 19th Jun 2009 01:46
Hi there



have fun, here's the link (about 2,5mb)
Just because you remove one letter doesn't make swearing acceptable on these forums!

Includes 4 levels with increasing difficulty

please tell me if it runs smooth. The sorting algorithm for my pseudo-3d-effect eats frames (if your experiencing trouble, maybe I'll use something else than bubblesort )

feedback plz!


Gunslinger
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Posted: 17th Jun 2009 00:21
Runs really smooth. Good one, nice work
Not too hard, playtime maybe 10 mins for the 4 levels.

Good work, keep it up!
Valle
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Posted: 17th Jun 2009 00:39
thanks!

I think I'm gonna start a little contest for the 5th level

Here's a templateof a labyrinth:


the top-left three pixels define (in this order):
background-color
labyrinth-color1 (pixels near to the player have this color)
labyrinth-color2 (pixels far from the player have this one)
the pure-green pixel rgb(0,255,0) is the starting point
the pure-red pixel rgb(255,0,0) is the finishing point
black-pixels are walls
every other color will be ignored

i used paint and saved it as a 256-color bmp

Make your own level5-labyrinth and upload it here, i will choose the best (most difficult ) one and put it in the game


Sixty Squares
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Posted: 17th Jun 2009 01:00 Edited at: 17th Jun 2009 01:00
Looks really nice, it actually looks 3D . I can't try it now but watch the title-- I don't want it to end up like this game...

<-- Spell based team dueling game!
Profit
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Posted: 17th Jun 2009 01:17
I like this game.


Mr Z
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Posted: 17th Jun 2009 01:18
Nice! Got to try it sometime.

There is no greater virtue, then the ability to face oneself.
Bizar Guy
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Posted: 17th Jun 2009 02:42
sprite does not exist at line 145....

Valle
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Posted: 17th Jun 2009 03:38
thanks for the feedback!

@bizar guy
wtf? that sprite definitly should exist. what dbp-version?


BMacZero
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Posted: 17th Jun 2009 04:18 Edited at: 17th Jun 2009 05:07
Quote: "I think I'm gonna start a little contest for the 5th level "

Count me in . Downloading...

Edit: Fun little game. Aptly, if controversially, named . I attached a level I whipped up for fun. Is there a way to test our own levels in the game?



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?

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Phosphoer
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Posted: 17th Jun 2009 07:32
Cool nicely done Love the 3d-looking sprites.

bobbel
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Posted: 17th Jun 2009 09:12
looks really cool, i like the scrolling effect. all the levels were smooth, except for lvl 4, that was a little bit less smooth. i'm making a lvl too! what is the maximum size? :3

Diru
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Posted: 17th Jun 2009 10:28
That was really cool, I think level 3 was harder than level 4... Level 4 just had a lot of walking.
Darth Kiwi
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Posted: 17th Jun 2009 12:03
Ran perfectly smooth for me I really like the sphere-y scrolling sensation, it's a rather hypnotising effect.

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Diggsey
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Posted: 17th Jun 2009 13:20 Edited at: 17th Jun 2009 14:05
You can test your own levels by renaming the file to "lab2.bmp" and then running the executable, and going to "Cocuments and Settings<user name>Local SettingsTempdbpdatamedia", where you will see the existing lab1,2,3,4 files. Replace lab2.bmp with your version, and then switch back to the program. After completing level1 your level will load.

Valle
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Posted: 17th Jun 2009 13:26 Edited at: 17th Jun 2009 13:29
Thanks a lot for the feedback guys!

Quote: "i'm making a lvl too! what is the maximum size? :3"

there is none^^ But i guess the performance will suffer if there are too many black blocks


Quote: "Is there a way to test our own levels in the game?"


You now can! I uploaded a new executable. You have to do it using the command line. If the levelbitmap is in the same folder as your exe, there are two ways to play your level:
1. You create a shortcut to fckurbrain.exe, then you open the properties of that shortcut. In the target-field of the shortcut you add yourlevel.bmp at the end.


2. You do it via cmd:


So now you can test your levels, have fun!
The first entry is from bmaczero, havent played it yet and i will do that know

/edit: interesting diggsey, i didnt know you could do that


zzz
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Posted: 17th Jun 2009 14:00 Edited at: 17th Jun 2009 14:00
Cool game, the pseudo 3d-effect looks pretty slick. It ran smooth on my computer.

kklouzal
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Posted: 17th Jun 2009 14:02
Level 1-3: perfect fps
Level 4: very slightly reduced fps

Level 3 seemed to take longer to complete than level 4 & there is a lot of running in a constant direction on level 4, once I figured out where the red square was I was able to find a suitable path quite easily.

Diggsey
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Posted: 17th Jun 2009 14:05
This level is absolute hell

Don't look at it before you play

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bobbel
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Posted: 17th Jun 2009 20:31
Ok i made a lvl, its not very good, but check if you can finish it without looking at the .BMP!

btw, if you're ever making a level editor, make sure you display the x and y coordinates, so you don't have to search for that tiny little place where you forgot the dot =]

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Diggsey
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Posted: 17th Jun 2009 21:32 Edited at: 17th Jun 2009 21:41
It's a bit easy You can just walk straight to the finish!

BTW, I have an idea Why not make the sides wrap around. So if you go all the way to the right you can see the left side again and go into it. That would make the puzzles more interesting

Hubdule
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Posted: 17th Jun 2009 22:32 Edited at: 17th Jun 2009 22:32
I've made something for it too Game is a bit slow but it works ...

Have fun with it ...

Life is good!
Webmaster and Support for: http://www.fpscreator.de and http://www.darkbasic.de

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Diggsey
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Posted: 17th Jun 2009 23:26
That might take a while

Here is another map I made

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BMacZero
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Posted: 17th Jun 2009 23:30
Holy Title of this thread! Did you draw that!?!?



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
Valle
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Posted: 17th Jun 2009 23:37
@Diggsey: nice one!


Alucard94
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Posted: 18th Jun 2009 00:15
Quote: "I've made something for it too Game is a bit slow but it works ...

Have fun with it ...
"

Dear god...


Alucard94, the member of the future of the past.
Darth Kiwi
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Posted: 18th Jun 2009 01:29 Edited at: 18th Jun 2009 01:32
Well, it was going to happen sooner or later I'm going to try it now... wish me luck

EDIT: When you said "it might run a bit slow", you were reeeally understating the case

Secretary of Unknowable Knowledge for the Rock/Dink administration '08
Diggsey
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Roxas
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Posted: 18th Jun 2009 02:23
Valle, any news about Stick Suicide 3 ?

Plystire
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Posted: 18th Jun 2009 07:26 Edited at: 18th Jun 2009 09:52
Hey, you should make a maze generator for this. I've made several in the past using a few different heuristics and maze styles. I was more hypnotized by the way it looked when the maze was being generated than I was by the mazes themselves.

[EDIT]
Something as simple as this shouldn't consume too much processing power at all. Are you using the "point" command by chance? I think if you were to analyze the bitmaps via a memblock, the speed would be much more savvy.


The one and only,


Phosphoer
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Posted: 18th Jun 2009 10:50
Quote: "I've made something for it too Game is a bit slow but it works ...

Have fun with it ..."


"A bit slow" o.0
I didn't have the patience to go around the corner lol.

Valle
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Posted: 18th Jun 2009 13:40
Quote: "Something as simple as this shouldn\'t consume too much processing power at all. Are you using the \"point\" command by chance? I think if you were to analyze the bitmaps via a memblock, the speed would be much more savvy."


Thats not the problem. I analyze the bitmap at the beginning with memblock commands and save the maze into an array. The problem is, that sometimes there are ~300 sprites at the screen and i have to change the order in which they are being drawn, for the 3d-effect. Blocks far away from the player have to be drawn first, blocks near to the player last, otherwise it looks strange. The reason why it runs slow on hubdules map is, because of the sheer amount of blocks. I will optimize the code, maybe today, so you maybe are able to play hubdules crazy stuff


bobbel
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Posted: 18th Jun 2009 13:54
Quote: "
I've made something for it too Game is a bit slow but it works ...

Have fun with it ...
"


Holy Moly...!

Valle
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Posted: 18th Jun 2009 17:20
I've uploaded an optimised Version, hubdules 1024*1024 labyrinth works smoothly now , i wonder how long it takes to beat it though

It's the same Link:
http://home.arcor.de/walitski/fckurbrain.exe


TheComet
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Posted: 18th Jun 2009 20:58
@hubdule

Your maze really inspires the games title...

TheComet


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Roxas
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Posted: 18th Jun 2009 21:17
Quote: "Valle, any news about Stick Suicide 3 ?"

I take that as.. no?

Valle
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Posted: 18th Jun 2009 21:32
Quote: "I take that as.. no?"


it takes a long sleep right now^^
maybe i'll continue it some day


NeX the Fairly Fast Ferret
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Posted: 18th Jun 2009 22:07 Edited at: 18th Jun 2009 22:08
There seems to be a bug in that new one. The third level does this:



Is this intentional? (floating start/end tiles) It just looks odd.

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Valle
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Posted: 18th Jun 2009 23:09
It's like this since the first version
It's intentional, so the player sees the start and end-point from a greater distance


Diggsey
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Posted: 19th Jun 2009 01:11
SC2 was awesome

If you're not planning on working on SC3 in the near future, I would be happy to make an on-line stick fighting game of a similar nature if you don't mind (I have to finish my current project first though)
I would probably keep it simple like SC2, but just make the weapons a bit more customizable, maybe have secondary weapons. And I'd add LOTS more blood! ("water" physics) The host would be able to choose the weapons and map for each game. *Imagines a stick suicide on-line team battle to the death* - *drools*
Team CTF would be cool too.

NeX the Fairly Fast Ferret
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Posted: 19th Jun 2009 02:01
Box2D + Stick Suicide = WIN

Valle
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Posted: 19th Jun 2009 07:06 Edited at: 19th Jun 2009 07:14
Quote: "SC2 was awesome

If you're not planning on working on SC3 in the near future, I would be happy to make an on-line stick fighting game of a similar nature if you don't mind (I have to finish my current project first though)
I would probably keep it simple like SC2, but just make the weapons a bit more customizable, maybe have secondary weapons. And I'd add LOTS more blood! ("water" physics) The host would be able to choose the weapons and map for each game. *Imagines a stick suicide on-line team battle to the death* - *drools*
Team CTF would be cool too."


Hey, I'd love to see that. You apparently now what sticksuicide is all about

Quote: "Box2D + Stick Suicide = WIN"

I thought that too , but I found that it's quite hard to implement in a 2d game (it uses it's own coordinate system)

/edit oh, my provoking title is gone


Diggsey
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Posted: 19th Jun 2009 17:19
Well, seeing as I wrote the wrapper for box2D it shouldn't be too hard (although I'd probably make it in GDK and use box2d directly)

I'd make the player out of box shapes in one body, and then when a bullet hits, I can make that limb rip off, and get its own physics

NeX the Fairly Fast Ferret
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Posted: 20th Jun 2009 01:49 Edited at: 20th Jun 2009 01:52
I for one would love to make a Stick Suicide game with fully blown physics. How hard do you reckon it'd be to have the characters actually walking fully integrated with the physics engine? It's a nightmare in 3D but in 2D it might not be so bad. We'd need arms and legs and the body on seperate layers to stop them colliding with each other...

kklouzal
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Posted: 20th Jun 2009 02:28 Edited at: 20th Jun 2009 02:29
Making the torn off limbs collide with each other in the air would just make it more epic! =D

EDIT: blood, lots of blood, then when you think you have enough blood make pools of blood that splash up when you step in them!!!

Diggsey
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Posted: 20th Jun 2009 02:42
I found out that there is a non-official fluids WIP for box2d, so when it comes around to it, I'll be using fully simulated fluids for blood. (Which will actually affect the players!) Imagine getting washed over the edge in a torrent of blood from the 5 people you just zooked

NeX the Fairly Fast Ferret
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Posted: 20th Jun 2009 03:28 Edited at: 20th Jun 2009 03:28
*quick question about your Box2D plugin*

Is there a command to make bodies only collide with certain bodies? MaskBits doesn't seem to work; the first bit turns it all on or off.

Fluids are simple enough. Lots of small particles and metaballs.

Plystire
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Posted: 20th Jun 2009 03:50
Here's a large maze that you can play with.

I made a maze generator that made this.


Oh, btw... this maze was designed for wrap-around. So it won't be playable unless you make the map able to loop around.


The one and only,


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BMacZero
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Posted: 20th Jun 2009 03:56
Quote: "Is there a command to make bodies only collide with certain bodies? MaskBits doesn't seem to work; the first bit turns it all on or off."

You could put them in different worlds I suppose.



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?
NeX the Fairly Fast Ferret
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Posted: 20th Jun 2009 13:38
@BMacZero

But if I put all of the different parts of the ragdoll in different worlds, wouldn't each world need a copy of all the bullets, all the explosions and all the level objects?

BMacZero
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Posted: 20th Jun 2009 16:22
Yeah, probably.



Diggsey: I have a spine and memory, but one memorable guy says he hates me. What am I?

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