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Topics - Jonathan_NL

Pages: [1] 2 3
1
General Discussion / Speaking of cave7...
« on: January 07, 2008, 10:14:40 PM »
cave7.mp4 (less than 3 MB)

2
General Discussion / Mazes in Gish!
« on: January 21, 2007, 11:56:27 PM »
I generated a few mazes: gishmaze.tbz2 '<img'>

3
General Discussion / Collection level 20 again
« on: January 03, 2007, 08:30:10 AM »
I beat my old 41.24 at collection level 20 by a tenth of a second. Apparently I didn't lose my skill after not playing for a long time. '<img'>

4
General Discussion / Arrows and more in name
« on: August 14, 2005, 08:06:38 PM »
I found a way to use arrows and parts of the cursor (the top left is impossible) in my name.


5
General Discussion / The <20 minute video
« on: August 13, 2005, 08:51:57 PM »
I just noticed it on the news page:
http://gametrailers.com/gamepage.php?id=2057

Lets beat it!

5-4: 0:18.86 (movie, sent as video/quicktime even though it is bzip2-compressed '<img'>)
Not quite perfect, but faster.

6
General Discussion / Tons of guests!
« on: August 05, 2005, 05:39:34 PM »
53 guests and growing active. ':O'

I post it here because nobody reads the rest...

7
Gish Editor / Built a FAST vehicle
« on: October 14, 2004, 12:38:04 PM »
Yesterday I built an extremely fast vehicle. It can get through a whole level (256 blocks) in less than 10 seconds (including acceleration, and less than 9 seconds for the actual space you have), and you have to stop it with water with 0.99 drag and 5000 density (it still hits the wall after that). If you don't stop the wheels from rolling soon enough it will go totally crazy. Its design is relatively simple though, and its mass is just 1300... (I wanted 1000, but some wheels broke)

And of course I designed it within Gish's limits, so you can enjoy the whole ride with some luck. I had to use water with 2 density and 0.2 drag to prevent Gish from getting stuck into the wall at the end 9/10 times.

Has anyone built a faster vehicle?

8
Gish Editor / The level format
« on: May 27, 2005, 03:26:28 AM »
This is what I think is the final lvl format (stored in LSB first):

int magic == 9;
char background[32];
int tileset, gametype, gametime;
struct { int x1, y1, x2, y2; } rects[64]; /* the colored rects you get when you select a region and press 5678 */
char back[0x10000]; /* encrypted */
char mid[0x10000]; /* encrypted */
char front[0x10000]; /* encrypted */
float unused[3]; /* was start position in older versions (might be int) */
struct { float r, g, b; } backcolor, midcolor, frontcolor, waybackcolor;

int numobjects;
struct {
int type, texture, link;
float x, y, z; /* set z to 0 if you don't want to mess up sticking */
int unused; /* probably something in older versions */
float xscale, yscale;
float mass, friction;
int lighttype;
float red, green, blue, intensity;
int unused; /* probably something in older versions */
} objects[numobjects];

int numropes;
struct {
int type, texture;
int object1, anchor1;
int object2, anchor2;
} ropes[numropes]; /* note that I never tested them... */

struct {
int width;
if(width) { /* if not the texture is what is currently in memory */
int height, unused[2]; /* would be mag and min filters but never got implemented. always GL_LINEAR == 0x2601 */
int tex[width*height]; /* encrypted RGBA */
}
int numlines;
struct { float x1, y1, x2, y2, unused[4]; /* left in from older versions where it was {friction, breakpoint, x, x} */ } lines[numlines];
float friction, breakpoint;
int middamage, foredamage;
float density, drag;
int animation, animatespd;
} tiles[250]; /* tiles 1-250, was 1-255 in older versions but they are now ignored by gish */


(sorry about the spacing, but iB can't do much better)

I won't tell anything about the encryption unless they (CL) allow me to.

9
Gish Editor / Stick to this!
« on: May 12, 2005, 07:20:50 AM »
Try to stick to it!
stick.lvl.gz

10
Gish Editor / lvl art
« on: May 14, 2005, 12:59:51 AM »
I just created 'lvl art':
art1.lvl.gz
art1.lvl.zip

Could you create some, too? '<img'>

11
Gish Editor / Hidden stuff in level format
« on: April 15, 2005, 12:31:42 PM »
There is some stuff in the level format which you can't access from the editor, but I never really looked at it. CL?

12
Gish Editor / My ideal view of Gish+editor
« on: October 14, 2004, 02:49:07 PM »
What would make Gish plus the editor much more versatile? (and take quite some time to implement)
- Levels should be able to have custom data.
- A custom file hierarchy for groups of levels, the levels itself, and their data.
- Pistons you have full control over (particularly start positions), and that extend/contract by the distance you enter, not something that is hard to correct if that isn't what you want.
- Java for custom stuff in levels (and everything else). It is relatively fast, safe, stable, object-oriented, multi-platform, easy to learn, you can use all classes that already exist (including java.lang.Math, of course), you can use security managers (including your own), developer tools are free, etc. I think it is possible in some way to use the existent VM on the system? About everything should be able to be replaced with Java classes, which should have full control over everything. That extends possibilities for advanced users a lot.
- Support for strings (including file names) inside levels. Probably with a TOC at the beginning of the file giving everything an ID, which is used in the rest of the level.
- Read the main thread about the editor.

Just my ideal world... may be over the top. I can try to create an initial file structure and format descriptions which might ease it a bit.

13
Gish Editor / Objects going out of the level
« on: October 23, 2004, 07:13:28 PM »
Objects going out of the level still move around in the calculated grid locations, and sometimes cause Gish to crash because it tries to check lines in not allocated memory. I'd only check for lines of both x and y are within bounds.

14
Gish Support / Bug: can set the same keys for both players
« on: June 24, 2004, 01:21:03 PM »
I can't set the keys to something like this:
Player 1 stick: A
Player 2 heavy: A

But I can set them to this (the same key for the same thing, but not the same player):

Player 1:
Stick: A
Slide: S
...

Player 2:
Stick: A
Slide: S
...

Of course it's fun, but there is no consistency, because Gish doesn't allow the former.

I'm running the demo.

15
Gish Support / Bug: Play room won't restart
« on: August 02, 2004, 04:30:09 PM »
Same for single level.

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