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Cart #30099 | 2016-10-06 | Code ▽ | Embed ▽ | License: CC4-BY-NC-SA
4

Just a simple work in progress of what could at one point become an exploration/building game with little pip robots!

--changelog--
rev1: added basic ui for information on elements.
rev0: simple movement.

P#30042 2016-10-04 22:55 ( Edited 2016-10-05 02:55)

Really good. If you can, have the building truly recede; not pop out. That is, when you walk away it gets higher and higher, then finally hits the planetary curve and visually starts to go down, covered by the sphere you are walking on.

Additionally, walking away from the building - it should appear again as long as the player keeps walking in a straight line (as the planet is a sphere). It does not reappear for some reason though.

P#30045 2016-10-05 00:23 ( Edited 2016-10-05 04:25)

dw! those are great notes. thanks!

I have to change the "clipping" algorithm for the tiles(dots) in the future, and I think I can make an attempt at the proper receding and disappearing.

I hadn't thought of the world as a planet, but it does look like one. It's still a curved plane. I will put some thought into the planet mapping. I think I'd need a new coordinate system (instead of X Y). Might get complicated! :D

P#30057 2016-10-05 02:26 ( Edited 2016-10-05 06:26)

One thing might help, IKO.

When you scroll a structure out of sight, use PRINT() to display its location. Manually scroll until by your own judgment you are certain the distance would be around the planet and back again.

Take the results of what was PRINTED() and LOOP the distance.

Here is a routine I wrote for looping numbers:

-- simple wrap number a to b+c
function wrap(a,b,c)
  if (a<b) a+=c+1
  if (a>c) a-=c+1
  return a
end--wrap

Then if you travel away from the structure. Walking around for awhile will cause your distance number to loop - and make it start to appear on the other side, the opposite side of which the player left it.

P#30093 2016-10-05 19:50 ( Edited 2016-10-05 23:50)

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