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Imp Ossible

#1 User is offline   Bolan 

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Posted 19 December 2011 - 07:01 AM

I recommend testing any of the boards starting with the letter 'm'... they're the only real boards. Except the m99_99... board, it is actually not going to render properly as it is sort of a transition board from the current 24x20x16 board size to, likely, a board about 8 times that size, we'll see.

Still needs a few things to help with the 3D effect: i.e, shadow, inverted player to indicate when behind things

Some other stuff blah blah...

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#2 User is offline   Bolan 

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Posted 23 December 2011 - 12:30 PM

So this version now includes:

-Ossible's shadow
-Ossible vanishes behind objects and is replaced with an inverted (black) version of himself
-Board size is quadrupled

I think it's running at gamespeed 2, how fast does it look to you? I need to try the thing on a newer machine...

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#3 User is offline   Bolan 

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Posted 12 January 2012 - 10:44 PM

I think most of the basic movement/board programming is done. I expanded the board sizes to 48x48x32. I've added POV rotation:

[ = rotate view 90deg CCW
] = rotate view 90deg CW

A couple of things could be added to the rendering engine to make height a little clearer, but for now I think it's time to move on to having the player interact with the world... w00.

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#4 User is offline   Galladin 

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Posted 29 January 2012 - 08:47 PM

This looks great, I remember you showing a 1x1 version of Imp Ossible like...some 5-6 years ago? But this is...delicious. :(
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#5 User is offline   Bolan 

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Posted 05 February 2012 - 05:22 PM

Hahaaa! You remember that? Awesome. I lost it or something, but not the desire to do it. Plus this is 3Dish! And easier to do than the original way I had in mind :S

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  • Attached File  Chars.zip (2.79K)
    Number of downloads: 58

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#6 User is offline   Dr Lancer-X 

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Posted 06 February 2012 - 10:45 AM

Those are some pretty pro graffix.
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#7 User is offline   Xane M. 

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Posted 08 February 2012 - 09:22 PM

Well, the game is cool yet glitchy. Also, I messed with the m0_0_0_0.txt file and got a bunch of insanity in-game. I wonder what the format of the level data is. Oh well, cool anyways. I'm yet to find out all of it! :(
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#8 User is offline   Bolan 

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Posted 13 June 2012 - 05:23 AM

The latest in Imp Ossible technologies! Or something!

As before, test board m0_0_0_0. Change the commands and the mzx_speed vars as you think they might need to be adjusted for best results. The first makes its appearance at the beginning of the engine2.txt file and the second appears twice within, at the beginning and shortly after; the former for board rendering and the latter for gameplay.

[ and ] rotate the perspective 90 degrees. Arrow keys move, space jumps.

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#9 User is offline   Bolan 

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Posted 13 June 2012 - 05:31 AM

View PostBolan, on 13 June 2012 - 05:23 AM, said:

The latest in Imp Ossible technologies! Or something!

As before, test board m0_0_0_0. Change the commands and the mzx_speed vars as you think they might need to be adjusted for best results. The first makes its appearance at the beginning of the engine2.txt file and the second appears twice within, at the beginning and shortly after; the former for board rendering and the latter for gameplay.

[ and ] rotate the perspective 90 degrees. Arrow keys move, space jumps.


'p' to unpause.

The issue is the lag experienced when the tiles draw or erase. You might have to get the imp going fullspeed during the toggling of the tiles to notice the effect.

There is only one board and going off the edges forces you to reboot the bloody thing at this state. I recommend against it.

This post has been edited by Bolan: 13 June 2012 - 05:32 AM

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#10 User is offline   Bolan 

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Posted 17 June 2012 - 02:02 AM

I've added an in-game editor, mostly for myself to make boards faster. To activate the editor press `. The player will change into a cursor.

a/d -- cursor +/-X (according to POV)
w/s -- cursor -/+Y (according to POV, retains mzx's inverted y-axis)
q/e -- cursor +/-Z (according to POV)
[/] -- rotate CCW/CW (as before)
tab -- Toggle draw/erase mode
+/- -- cycle through tile types (0-7 for now)
j/l -- change board +/-X (according to POV)
i/k -- change board -/+Y (according to POV, retains mzx's inverted y-axis)
u/o -- change board +/-Z (according to POV)
;/' -- change board in/out (inside or outside buildings, essentially)
f1 -- saves changes made to the board
f2 -- loads changes made to the board
p -- plays the modified board (returns to regular play)

If the user attempts to change boards in the editor to a board that mzx does not have in the world, the action is denied and the user is alerted. If the board template has been made (basically just an m0_0_0_0 board with the coords modified appropriately) within the imp.mzx file but no matching .txt file yet exists, a flat template board will be generated so that work on the new board may begin.

As before the engine will lock up if the Imp goes off the board in play mode. If an adjacent board is made via the editor first and then played, the two will be connected and one gets an idea of what board transitions are like.

Super duper.

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#11 User is offline   Bolan 

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Posted 14 December 2012 - 12:18 AM

I've gone ahead and redone the graphics to better illustrate depth. It rather speaks for itself the improvement over the last variant.

All controls etc. are identical to before. It just looks better now and has way more functionality.

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  • Attached Image: Ossible!.PNG
  • Attached Image: Ossible!2.PNG

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#12 User is offline   Xane M. 

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Posted 19 December 2012 - 11:45 PM

It looks nice and I like that you added a level editor. The 3D effect is pretty cool too.

An odd thing is I used a previous release and in the level editor, tile 5 was stone. In the newest release, tile 5 is some pink thing, as is 6 and 7.
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