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[IDEA]tSR De Pon: Bloom's Adventure
#34
Bumping to put out some of my thoughts on the engine.
I've been trying to make it as accurate as I can, but I'm having trouble figuring out how some things work.

For example, something simple, like falling blocks.
I figured there was some system to determine how they fall, but after testing it out, it doesn't have any real pattern.
row 1-3 = hits bottom
row 4 = falls 1 falls 3
row 5 = fall 2 fall 2 fall 1
row 6 = fall 3 fall 2 fall 1
row 7 = fall 1 fall 3 fall 2 fall 1
row 8 = fall 3 fall 3 fall 2
row 9 = fall 3 fall 3 fall 3
row 10 = fall 1 fall 3 fall 2 fall 3 fall 1
row 11 = fall 2 fall 3 fall 4 fall 2
But I guess I could just hard code it.

I'm also a little confused how it determines what is part of what combo. Time lag type chains are especially difficult to figure out. There must be some kind of timing system that determines chains, but I just can't quite put my finger on it.

Anyway, I've also been looking into attempting to code this using c++ and SFML. It's rather ambitious for a first project with SFML, but I think it will be a beneficial learning experience. (Plus I want an online Panel de Pon and GM is not the best with networking)
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Messages In This Thread
[IDEA]tSR De Pon: Bloom's Adventure - by Ploaj - 12-08-2013, 10:14 PM
RE: [IDEA]tSR De Pon: Bloom's Adventure - by Gors - 12-09-2013, 04:38 AM
RE: [IDEA]tSR De Pon: Bloom's Adventure - by Gors - 12-09-2013, 07:57 PM
RE: [IDEA]tSR De Pon: Bloom's Adventure - by Gors - 12-10-2013, 05:27 AM
RE: [IDEA]tSR De Pon: Bloom's Adventure - by Gors - 12-10-2013, 03:14 PM
RE: [IDEA]tSR De Pon: Bloom's Adventure - by Ploaj - 01-13-2014, 01:04 AM

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