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Author Topic: GGGGGG  (Read 8130 times)

Flaw

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GGGGGG
« on: September 02, 2011, 02:22:37 pm »

GGGGGG
(VVVVVV in GG2)

  • Press Space Bar (default, can be changed in controls) to flip gravity.
  • Gravity flipping is synchronized.
  • Custom UUID.
  • Graphics (player, weapon) are drawn rotated.
  • Gravity and jumping is flipped.

If you find any bugs, let me know.
Also, this might not work too great on some maps, because they use "Lazy Wallmasks".

Download GGGGGG 1.1.exe.
Download GGGGGG 1.1.gmk.
« Last Edit: September 03, 2011, 12:38:42 am by Flaw »
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Derpduck

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Re: GGGGGG
« Reply #1 on: September 02, 2011, 02:29:56 pm »

whats with the name

Flaw

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Re: GGGGGG
« Reply #2 on: September 02, 2011, 02:30:36 pm »

original game name "VVVVVV"
->
this game's name "GG2"
repeated G's (GG)
->
expanded
->
GGGGGG
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Derpduck

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Re: GGGGGG
« Reply #3 on: September 02, 2011, 02:34:43 pm »

i just float at the top and vibrate and my sprites stay the same

Flaw

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Re: GGGGGG
« Reply #4 on: September 02, 2011, 02:35:28 pm »

i just float at the top and vibrate and my sprites stay the same

That's rather odd, could you try downloading the source, running that in debug mode and adding "global.myself.object.flipdir" to the watch list?
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Derpduck

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Re: GGGGGG
« Reply #5 on: September 02, 2011, 02:35:53 pm »

no, im working on something

Lemonade

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Re: GGGGGG
« Reply #6 on: September 02, 2011, 02:47:52 pm »

Code: [Select]
ERROR in
action number 1
of Draw Event
for object Weapon:

Error in code at line 30:
                   draw_sprite_ext(sprite_index,ownerPlayer.team+offset,round(x+(xoffset*owner.flipdir)*image_xscale),round(y+(yoffset*owner.flipdir)),image_xscale,image_yscale,image_angle,c_white,1);
                                                                                         ^
at position 88: Unknown variable owner
Got this by putting an Autogun (which need gravity flips too by the way).

The mod is fun anyway, nice job.
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Starry Eyed

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Re: GGGGGG
« Reply #7 on: September 02, 2011, 02:54:52 pm »

Got this by putting an Autogun (which need gravity flips too by the way).
I'd recommend the S (or down) key for this.

Anyways, this sounds good. I'll have to try it some time, although I expect it'll be just like playing as Snare in INS mod. VVVVVV was a great game I beat recently but lost my save.
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Psychopath

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Re: GGGGGG
« Reply #8 on: September 02, 2011, 04:43:03 pm »

I'm going to tell you what I told Rebel:

Be sure to sync the direction of a player's gravity during the FULL_UPDATE or you'll see some confusing events for flipped people until they respawn.
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Dusty

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Re: GGGGGG
« Reply #9 on: September 02, 2011, 06:14:56 pm »

Kinda reminds me of the time when I was trying to get gg2's collision to work in all directions. it got really trippy when i had gravity rotating clockwise, and the camera rotating counter clockwise. I was literally getting headaches from that.

Flaw

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Re: GGGGGG
« Reply #10 on: September 03, 2011, 12:12:15 am »

I'm going to tell you what I told Rebel:

Be sure to sync the direction of a player's gravity during the FULL_UPDATE or you'll see some confusing events for flipped people until they respawn.

You haven't looked at the source, have you?
The following "networking changes" exist:
Client -> Server: GRAV_FLIP: flip gravity.
FULL_UPDATE: synchronizing 'flipdir' as ubyte.
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RebelINS

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Re: GGGGGG
« Reply #11 on: September 03, 2011, 12:18:34 am »

I am the Alpha and the Omega.

Flaw

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GGGGGG Update
« Reply #12 on: September 03, 2011, 12:37:28 am »

Version 1.1

Changelog:
  • Fixed Autogun issue.

Download in OP.



Also, do any of you see what's wrong here?
Code: [Select]
if(global.updateType == FULL_UPDATE){
    write_ubyte(global.serializeBuffer, animationOffset);
    write_ubyte(global.serializeBuffer, flipdir);
        //class specific syncs
        ...
}
Code: [Select]
if(global.updateType == FULL_UPDATE){
        receiveCompleteMessage(global.serverSocket,5,global.deserializeBuffer);
        animationOffset = read_ubyte(global.deserializeBuffer);
        flipdir = read_ubyte(global.deserializeBuffer);
        //class specific syncs
        ...
}
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pandaturds

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Re: GGGGGG
« Reply #13 on: September 03, 2011, 01:00:48 am »

I love you for doing this.

It's just excellent.
Here, have some FREE ARCHERs.
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Orpheon

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Re: GGGGGG Update
« Reply #14 on: September 03, 2011, 03:01:18 am »

Version 1.1

Changelog:
  • Fixed Autogun issue.

Download in OP.



Also, do any of you see what's wrong here?
Code: [Select]
if(global.updateType == FULL_UPDATE){
    write_ubyte(global.serializeBuffer, animationOffset);
    write_ubyte(global.serializeBuffer, flipdir);
        //class specific syncs
        ...
}
Code: [Select]
if(global.updateType == FULL_UPDATE){
        receiveCompleteMessage(global.serverSocket,5,global.deserializeBuffer);
        animationOffset = read_ubyte(global.deserializeBuffer);
        flipdir = read_ubyte(global.deserializeBuffer);
        //class specific syncs
        ...
}
Can't be sure without the context, but are you sure you need to read 5 bytes (look at the receiveCompleteMessage)?
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