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TIGSource ForumsDeveloperTechnical (Moderator: ThemsAllTook)Beautiful fails.
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Sik
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« Reply #700 on: August 06, 2014, 03:51:28 AM »

I...I may have made a minor mistake in the pipe spawning logic:


I think you just entered a cave '-'
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Slader16
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« Reply #701 on: August 06, 2014, 11:39:42 AM »

I...I may have made a minor mistake in the pipe spawning logic:

That... is actually kinda cool.
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makerimages
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« Reply #702 on: August 08, 2014, 12:36:45 PM »

In the attempt to fix 3D, I also broke the 2D 
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Makerimages-Its in the pixel
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« Reply #703 on: August 08, 2014, 01:39:29 PM »

It's just 1D now.

I wonder if it's possible to make a 1D game.
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ndke
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« Reply #704 on: August 08, 2014, 01:42:58 PM »

1D game?
I think it isn't possible, even when your window height is 1 pixel, it's still in 2 dimensions.
However, that doesn't prevent anyone from making a 1D like game.
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Sik
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« Reply #705 on: August 08, 2014, 03:11:36 PM »

Well, you could always resort to Unicode and make the game in a single line of text =P
Code:
(⌐■_■)︻╦╤─ - - -   ヘ(・・ヘ) ヘ(・・ヘ) ヘ(・・ヘ)
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Zaphos
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« Reply #706 on: August 08, 2014, 04:33:21 PM »

1D game?
I think it isn't possible, even when your window height is 1 pixel, it's still in 2 dimensions.
However, that doesn't prevent anyone from making a 1D like game.
If you represent a 1D space on a 2D screen, I'd consider that a 1D game.  Just like if you represent a 3D space on a 2D screen, I'd call it a 3D game ...
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« Reply #707 on: August 08, 2014, 05:31:34 PM »

1D game?
I think it isn't possible, even when your window height is 1 pixel, it's still in 2 dimensions.
However, that doesn't prevent anyone from making a 1D like game.
If you represent a 1D space on a 2D screen, I'd consider that a 1D game.  Just like if you represent a 3D space on a 2D screen, I'd call it a 3D game ...

I suppose the question is not "can you make a 1D game", but "can you make a GOOD 1D game".

Come to think of it, I guess DDR is 1D.
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Kyuugatsu
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« Reply #708 on: August 09, 2014, 10:32:04 AM »

I suppose the question is not "can you make a 1D game", but "can you make a GOOD 1D game".

Come to think of it, I guess DDR is 1D.

Only if it had just one column.
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Rusk
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« Reply #709 on: August 10, 2014, 05:33:49 PM »

Does a game with a linear story count as a one-dimensional game?

I think I've played some good ones like that.
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powly
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« Reply #710 on: August 11, 2014, 06:37:22 AM »

I suppose the question is not "can you make a 1D game", but "can you make a GOOD 1D game".

Come to think of it, I guess DDR is 1D.

Only if it had just one column.

Or if the bars are rendered with sort of a perspective so that they grow - move them along the perceived z axis.

I'm not sure how DDR is relevant in any way though, I thought we constrained ourselves to good games.
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hammeron-art
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« Reply #711 on: August 11, 2014, 08:16:06 PM »

Does a game with a linear story count as a one-dimensional game?

I think I've played some good ones like that.
Everything can be represented as 1D, 2D, 3D, 4D, 5D... position, directions, length, arrays, color, speed, stories,
product line, real world physics.
Is just a matter of add or subtract a new dimension to the calculations.

1D = x,0,0,0,0,...
2D = x,y,0,0,0,...
3D = x,y,z,0,0,...
4D = x,y,z,w,0,...

A game can have a 2D image drawing system and a 1D movement for instance.
And you can think of an object with x,y,speed,direction as a 4D because you are calculating 4 dimensions to now where it was/going/is.
A more common example is how color can be 3D as RGB or 4D as RGBA.
« Last Edit: August 11, 2014, 08:43:07 PM by hammeron-art » Logged

powly
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« Reply #712 on: August 12, 2014, 12:53:30 PM »

RGB vs RGBA is going slightly into the realm of pure philosophy unless you mean a panel that supports transparency. By that kind of arguments we can state that all games are infinite dimensional as defined by their degrees of freedom regarding input. Assuming no time limit on how long you play. Or maybe use a space filling curve and suggest all games ever are 1D?

Many things count as many things, but to me a "1D game" without further context sounds like a game rendered such that the colour is a one-dimensional function.
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hammeron-art
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« Reply #713 on: August 12, 2014, 02:55:12 PM »

By that kind of arguments we can state that all games are infinite dimensional as defined by their degrees of freedom regarding input.

We just labels as 2D game or 3D game in order to generalize the main movement system to the player or camera (look at how the definition of 2.5D games is imprecise).

If you look to the math stuff in a 3D game you can use 4D matrices (quaternions) to transform 3D vertices, also project 3D vertices to a 2D plane which is your monitor.
It's not only kind of n-dimension involved in the backstage.
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gimymblert
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« Reply #714 on: August 14, 2014, 03:20:07 PM »

The thing is 3d cylindrical is not the same as a 6dof 3D games
BTW it's good to think as multidimensional based on how many variable they have.

Tongue
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AJARTCGA
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« Reply #715 on: August 17, 2014, 06:32:00 AM »

So, our dialogue engine is supposed to calculate the nearest space after a certain mark, and insert a line break. Little did I know it had its own sense of humor!



It was simply that there were no spaces after that set point, but it still came as a surprise! Haha
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mokesmoe
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« Reply #716 on: August 17, 2014, 04:17:52 PM »

Shouldn't it be the nearest space before a certain mark?
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AJARTCGA
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« Reply #717 on: August 18, 2014, 05:45:28 AM »

Probably. Yeah. It's an easy change to make.
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« Reply #718 on: August 22, 2014, 01:55:01 PM »

Fed a negative contrast value into one of my shaders...

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Nition
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« Reply #719 on: August 22, 2014, 02:37:19 PM »

I was sent here from my DevLog thread to post this:



As you can see, the player's vehicle transitions smoothly and safely from the game map to the platform on the build screen.
« Last Edit: August 22, 2014, 02:42:55 PM by Nition » Logged
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