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TIGSource ForumsCommunityDevLogsBROCK FUCKEL
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droqen
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« on: September 02, 2011, 11:59:18 AM »

FUCK SOME BLOCKS (updated whenever.)

  • arrows - move
  • space/z/x/c - grab stuff
  • t - wait it out


Hello.

I am actually here to get my thoughts together. No hype today, sorry!
Also, this is entirely unrelated to Fishbane 2, which I am working on at the same time as this (which means one of them will DIE)


ORDER OF OPERATIONS & PRIORITY:

speed (3, 5, 7, ...) movements
all 'pushers' move (probably just the player but we'll see)
all blocks move
all regular-speed movements
speed (2, 4, 6, 8, ...) movements

An enemy who is three times faster than you will move once before you (and may get in the way of any brock fuckeling you might want to do!)

Then you go, then that enemy goes twice more.

Sounds good to me, especially since 3x speed enemies will probably be about the limit.


I hope D:

Tugging blocks will of course mean that they follow after you right away;
I guess pushed blocks will need priority greater than yours, kinda?

In any case, checking for deletion will need to happen all at once.

REVISED!

-ODD#- FASTER SPEEDS (3, 5, 7, ...)
BROCK FUCKELS AND BLOCKS (can be done at the same time since blocks don't move?)
BASIC OTHER MOVEMENT (1)
-EVEN#- FASTER SPEEDS (2, 4, 6, ...)

Within each category, how is priority decided? Only really relevant if there are other brock fuckels.


The whole 'step' should be simulated and decided immediately! Once all them animations happen, it's already decided. So simple.



sokoban match-3 pac-man-&-snake-like roguelike-like etc.
« Last Edit: September 06, 2011, 06:25:06 AM by Droqen » Logged

Inanimate
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« Reply #1 on: September 02, 2011, 02:11:27 PM »

boop, for those who want a sneak peek
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BattleBeard
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please touch me


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« Reply #2 on: September 02, 2011, 02:16:41 PM »

 Why don't you have a jelly-filled doughnut?

NOTHING beats a jelly-filled doughnut
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Ashkin
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« Reply #3 on: September 02, 2011, 03:37:25 PM »

DROQEN
YOU ARE GROUNDED UNTIL YOU FINISH ONE OF THESE PROJECTS YOUNG MAN
THAT MEANS NO MORE NEW PROJECTS FOR YOU
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droqen
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« Reply #4 on: September 02, 2011, 03:50:09 PM »

BUT MOOOOOOOMMMM
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KittenEater
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NYEEEAAUUUGH


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« Reply #5 on: September 02, 2011, 04:10:29 PM »

Listen to your mother, young man.
She knows what's good for you.

...Since I, as your father, don't know what's good for you, I'm gonna go sit in front of the TV and watch monster truck driving and leave this to mom.

You tell him, mom.
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EEEEEEEGH
droqen
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« Reply #6 on: September 02, 2011, 04:26:20 PM »

Hahaha

oh, dad.

you and your monster truck driving.

when has that ever saved our lives

wait

i remember

I HOPE THERE ARE NO INNOCENT CHILDREN PERUSING THIS THREAD >_<
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Inanimate
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« Reply #7 on: September 02, 2011, 04:26:24 PM »

The ban hammer is still hanging over your head, too.
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BattleBeard
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« Reply #8 on: September 02, 2011, 04:30:05 PM »

The ban hammer is still hanging over your head, too.

Why? He's too awesome
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Inanimate
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« Reply #9 on: September 02, 2011, 04:41:20 PM »

Droqen, if you do not make [...] this, you will be banned.

FOREVER

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BattleBeard
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« Reply #10 on: September 02, 2011, 04:51:09 PM »

Droqen, if you do not make [...] this, you will be banned.

FOREVER


You srs bro?
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Ashkin
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« Reply #11 on: September 02, 2011, 05:01:46 PM »

Droqen, if you do not make [...] this, you will be banned.

FOREVER


You srs bro?
Yes, he's completely serious about banning a well-behaved, reasonable and awesome member of the community because he doesn't make a game.
Listen to your mother, young man.
She knows what's good for you.

...Since I, as your father, don't know what's good for you, I'm gonna go sit in front of the TV and watch monster truck driving and leave this to mom.

You tell him, mom.
SHUT UP HONEY
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droqen
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« Reply #12 on: September 04, 2011, 05:16:24 AM »

Quote from: Ashkin
Yes, he's completely serious about banning a well-behaved, reasonable and awesome member of the community because he doesn't make a game.
I will have committed the gravest offense.

Why don't you have a jelly-filled doughnut?
NOTHING beats a jelly-filled doughnut

how did I not respond to this? IT'S TRUE. They're more awesome than everyone here combined.



'Body.as' is the parent of everything with 'WorldOfBodies.as' acting as puppetmaster.
There will be a great grid of numbers and things.

But where to save the grid?

Come back next episode to find out. I'm talking to myself. I still don't know. aaahhh



The official name for a full round of actions (you press a direction, everything else decides upon its action, go through all actions with priority) will be a phase.

Enemies will 'co-operate' -- or ones that are friendly with one another will be, anyway -- and will not bump into one another. The slower or less lucky one will just choose a new action once its action has been confirmed not possible!


TIME TO FIGURE SPEED OUT FOR REALS

Your speed is always '1', but enemies' relative speeds change I think :x

Code:
0:         ..X
1:      X
2-:     X  ..X
2:      X X
2+:   X X
3-:     X X  ..X
3:      X X X
3+:   X X X

Okay, so, let's explain.

"..X" represents a half-move, meaning "2-" is more like "1.5" (and 0 is more like 0.5)

You make a move at the very end of the turn, then the player makes a decision, then the remainder of your move has priority over everything (because it really came from the previous turn!)

When you're able to make a move, you will animate? 'Standing still' will only be applicable for 0-speed enemies, though... hm


Anyway, I am going to code in five priorities of movement, to be carried out in this order:

the 'BEFORE' array [] (this is the only array that must be run through backwards - that is, something with three items in this array will have two moves before something that has just one)
the 'PLAYER' array
the 'AFTER' array [] (each enemy's first move will go here; maybe their second too)
the 'SLOW' move (an enemy can only have one of these)

If the player moves slowly (for example, when pushing boxes!) then:

Each enemy goes through its BEFORE and AFTER moves.
Player pushes.
Each enemy goes through its BEFORE and AFTER moves again.


Code:
normal

B P A B P A
  * ^ ^ *

slowed-player

B A P B A B A P B A
    * ^ ^ ^ ^ *

transition

B P A B A P B A B P A
     |         |

Odd how if I go with this, 'before' moves have no extra weight to it.
I don't want 'after' to move more than 'before' in any given phase section (i.e. 'before' player or 'after' player's move)

Otherwise it'd be B-P-A-B-A, wait, that's fine!

Code:
transition
 mov |   push  | mov
B P A B P A B A B P A
    ^ 2   ^ ^ ^ 4


REMINDER TO SELF:

I want all moves to occur at the same time, visually.
Before and after moves (i.e. interruptions) should all make sense.

It's going to be hard to simulate the whole thing beforehand though when I've got to account for block vanishing too! hm

I AM BEING TOO COMPLICATED I WILL PROBABLY ONLY HAVE THREE SPEEDS

SLOW, NORMAL, FAST

PLAYER MOVES AT 'NORMAL' BY DEFAULT.

SLOW: half move

NORMAL: one move

FAST: two moves?

When the player pushes a block, all enemies are increased by a speed category. Nobody moves before the player, except for SLOW's half move.

(FAST upgrades to three moves, but they still all go after the player does.)


OH GOD AND WHEN DOES LIGHT UPDATE

Light should probably be spread across both reasonable spaces for the whole pushing turn.
« Last Edit: September 04, 2011, 08:11:20 AM by Droqen » Logged

namragog
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« Reply #13 on: September 04, 2011, 07:44:43 AM »

Grampa Droqen, I have no idea what this is! Tell me pwease!
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droqen
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« Reply #14 on: September 04, 2011, 07:54:59 PM »

http://dl.dropbox.com/u/4452540/BLOCKFUCKER.swf - also located in first post

here you go, namragog.


ARROWS

Z X C SPACE all do the same thing


-> fix before i go to bed; trying to move somewhere impossible while dragging a block no longer causes weird effects.

UPDATED. WHY IS IT SO FUN TO DRAG AND PUSH AND BUILD???
« Last Edit: September 05, 2011, 08:54:05 AM by Droqen » Logged

droqen
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« Reply #15 on: September 05, 2011, 01:05:00 PM »

i added some enemy things. They don't hurt you, so they're just kinda cute. It's also a stress test. Let me know if it laaags.
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mokesmoe
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« Reply #16 on: September 05, 2011, 03:18:03 PM »

No lag here even with them all moving about. Also I like how you can move them around like blocks. You should keep passive creatures in somewhere.
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Inanimate
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« Reply #17 on: September 05, 2011, 03:26:51 PM »

I miss being able to push giant rows of blocks at once. Felt a lot cooler. Possible 'upgrade'?
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droqen
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« Reply #18 on: September 05, 2011, 06:37:14 PM »

Believe it or not, the biggest lag before I fixed it used to be when they were all static -- i.e. stuck on each other, with no room to move.

Inanimate, have faith! Roguelikes prominently feature leveling up. Secret revealed :3
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Ashkin
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« Reply #19 on: September 05, 2011, 08:47:42 PM »

Not a bit of lag for me. They're cute :>
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