So those are the designs that I have now laid down.
They are in order of how difficult it is to unlock.
It gets harder from top to bottom.
The first is the design that is always unlocked.
Since they are not all finished yet, I will update them soon,
I mainly have to adjust the background colors.



Basic;



Roundings, rounded corners;



Roll;



Brick;



Cake; background color is very unadapted yet;



Sushi;



Watermelon;



Dollar;



Rainbow Flag;



Graphing Calculator;
The graphing calculator looks great! Are you planning to make the background color changeable as well?
Not really. I use different backgrounds for different designed sprites.
Example: The cakes are hard to see because of the white background,
so I`m going to change the background to black.

I like the idea of customizable foreground/background colors,
but I have (still) no idea how the coded solution could look like.
But be sure that I will try to implement this path as best I can.
The Graphing calculator looks really cool! Very Happy
I agree with tr1p1ea, the calculator one is awesome Good Idea
Thanks guys! Actually I thought it`s a bad idea, but now I changed my opinion.
I will keep it.

Today I`m gonna sort all code fragments and sprites which I created.
Otherwise it gets too chaotic and I accidentally lose data and no longer know what is doing what.
Good news: I removed the bug in the game loop, where a double player can appear!
Also the player doesn`t move too jumpy anymore!

I am going too add the falling tiles soon!
I experience a distracting Hermann grid illusion on the first two samples (solid black, rounded corners). I would recommend maybe making the falling tiles wider so you have less unused space, and maybe filling the unused space with a neutral color so they don't distract players Smile
I agree with _iPhoenix_, I think that filling unused space with a neutral color would be a great idea.
I`m sorry. I wont make the tiles wider now. I think two pixels distance are good enought.
(also if I make them wider I will get more unused space at the edges)

But I could use the idea with the neutral colors as background/unused space.
Can you explain me this a bit more precise? Or give me an example?
_iPhoenix_ wrote:
I experience a distracting Hermann grid illusion on the first two samples (solid black, rounded corners). I would recommend maybe making the falling tiles wider so you have less unused space, and maybe filling the unused space with a neutral color so they don't distract players Smile


In my opinion I actually kinda like the illusion Laughing
This is the source code until now:

(the program name will be probably FT2 - FallingTiles 2)

Code:

iFT2
det(0
Call A
For(B,5,135,12
For(C,1,239,16
det(59,A,B,C
End
End
For(B,185,313,12
For(C,1,239,16
det(59,A,B,C
End
End
DefineSprite(5,1→A
For(C,1,238,1
det(59,A,0,C
det(59,A,315,C
End
DefineSprite(1,14,"FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF→A
For(B,197,268
det(59,A,B,49
End
Call A
DefineSprite(10,14,"FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF→D
173→B
Repeat getKey(15
getKey→K
det(59,A,B,225
If K=2 and B≠137 or K=3 and B≠173
det(59,D,B,225
End
B-(K=2)*12*(B≠137)+(K=3)*12*(B≠173→B
0→K
End
det(1
Lbl A
DefineSprite(10,14→A


It sets up the Basic design and lets you move your player. Press [clear] to exit.

I`m currently very busy with other stuff than calculators,
so please excuse me that the development slowed down.
But be sure that I wont stop!
My next task: Add falling tiles.

How should this look like?
Should I make the tiles "scroll" down each frame exactly 1 pixel or more?
What I would do is make it so the tile(s?) fall faster over time (it would look something like starting out by subtracting 1px and after 5 tiles 2px, so on and so forth).
KMisthebomb wrote:
What I would do is make it so the tile(s?) fall faster over time (it would look something like starting out by subtracting 1px and after 5 tiles 2px, so on and so forth).

I think that is a good idea as well, to make it more challenging over time. More tiles could also fall at once to make it difficult.
In every case the tiles will fall a bit faster in the ICE version,
because they fall a longer way.
I think I will let fall the tiles everytime the same amount of pixels,
so changing the difficulty means to slow down the loop. ( Pause <time var>)
I will try also the possibility with changing the amount of pixels a tile falls.

But I`m thinking more in the direction of just slowing down the loop (like in the BASIC-version)
(one possibility how many points will be needed in a stage to unlock different designs):


Stage 1: Roundings - 100 points; Roll - 150 points; Brick - 200 points;

Stage 2: Cake - 100 points; Sushi - 150 points; Watermelon - 200;

Stage 3: Dollar - 100 points; Rainbow Flag - 150 points; Graphing Calculator - 200 points;


What do you think?
I think that's great! I like how the different stages have kind of themes, "Building", "Food", and "Awesome Stuff" Razz
I mean that you can use every design at every difficulty stage, if you unlocked it.
Unlock it once and then you can simply select it and use on every stage.

My post above explains how my plan, how difficult it is to unlock a design, looks like.
Example: To unlock "Dollar" you have to reach at minimum 100 points in Stage 3

EDIT: Oh, TIny_Hacker, I just was confused that you said "stages" and not "designs" in your last post here.
But maybe it`s good that I explained this part more exactly.
Should we still talk about "designs"? What word could be better?
DAVID-19 wrote:
I mean that you can use every design at every difficulty stage, if you unlocked it.
Unlock it once and then you can simply select it and use on every stage.

My post above explains how my plan, how difficult it is to unlock a design, looks like.
Example: To unlock "Dollar" you have to reach at minimum 100 points in Stage 3

EDIT: Oh, TIny_Hacker, I just was confused that you said "stages" and not "designs" in your last post here.
But maybe it`s good that I explained this part more exactly.
Should we still talk about "designs"? What word could be better?


What I meant by stages was that the themes unlockable in Stage 1 are kind of "Building" related, the things unlockable in Stage 2 are "Food" related, and the things unlockable in Stage 3 are "Awesome" related.
  
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