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Author Topic: [Mod] [ajf] PlanetaryGG2  (Read 1920 times)

ajf

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« Last Edit: August 27, 2014, 01:31:15 pm by ajf »
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aka Andrea.

did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.

Derpduck

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Re: [Mod] [ajf] PlanetaryGG2
« Reply #1 on: August 27, 2014, 01:38:39 pm »

Isn't this going in vanilla anyway ???

ajf

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Re: [Mod] [ajf] PlanetaryGG2
« Reply #2 on: August 27, 2014, 01:43:15 pm »

Isn't this going in vanilla anyway ???
It might someday if I convince MedO.

Also, GBGG2 is also going in vanilla ;)
Logged
aka Andrea.

did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.

Spazz

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Re: [Mod] [ajf] PlanetaryGG2
« Reply #3 on: August 27, 2014, 02:21:48 pm »

A new difficulty for Jump maps arises!

This is probably going to be annoying as hell, but insanely fun at the same time..

Edit: Pretty sure I'll spend more time on my sky/bg to match planetary view distance now
« Last Edit: August 27, 2014, 05:24:36 pm by Spazz »
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ajf

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Re: [Mod] [ajf] PlanetaryGG2
« Reply #4 on: August 29, 2014, 09:49:32 am »

A new difficulty for Jump maps arises!

This is probably going to be annoying as hell, but insanely fun at the same time..

Edit: Pretty sure I'll spend more time on my sky/bg to match planetary view distance now
So you're aware of it, the planet's radius is always half the map height in in-game pixels (so (actual pixels * 6)/2), and it's unaffected by map width.
« Last Edit: August 29, 2014, 09:49:51 am by ajf »
Logged
aka Andrea.

did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.

Mr.Garrison

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Re: [Mod] [ajf] PlanetaryGG2
« Reply #5 on: August 29, 2014, 11:55:45 am »

I feel like a hamster.  :hehe:
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Spazz

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Re: [Mod] [ajf] PlanetaryGG2
« Reply #6 on: August 29, 2014, 01:45:26 pm »

So you're aware of it, the planet's radius is always half the map height in in-game pixels (so (actual pixels * 6)/2), and it's unaffected by map width.
Doesn't mean it won't screw up your perception of how wide/high jumps really are, how it goes from this,
(click to show/hide)
to this,
(click to show/hide)
and thank god for memorization.
(click to show/hide)
Well, this is all visual stuff, so no issues really

Edit: I noticed the mine trails are unaffected, and will there be a continuous looping version?
« Last Edit: August 29, 2014, 01:46:46 pm by Spazz »
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ajf

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Re: [Mod] [ajf] PlanetaryGG2
« Reply #7 on: August 29, 2014, 10:32:25 pm »

Good catch, I'll need to update mine trails to use the planet drawing code.

Also, I've always wanted to make you be able to continuously loop, I've just never got round to adding support for it. Maybe I'll bug Lorgan to add teleports to GMGG2, that'd work.
Logged
aka Andrea.

did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.

ajf

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Re: [Mod] [ajf] PlanetaryGG2
« Reply #8 on: August 31, 2014, 11:29:45 am »

OK, v0.1.1 fixes mine trails.
Logged
aka Andrea.

did you know that spinning stars work like this???

I've seen things you people wouldn't believe. execute_strings on fire off the shoulder of Overmars. I watched object-beams glitter in the dark near the room_goto_fix. All those moments will be lost in time, like tears...in...rain. Time to die.
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