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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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Momentum Mountain
Basically Infinite Hill. If you set something going, it rolls a loooooooong way, until it eats up all the terrain, then it just falls forever. Here's an example of what I mean. Also, it has been revised since the previously released one to be with 50% percent fewer crazy camera distractions, and 50% percent less code. Why bother download numgun's horrendously large 12 megabyte pack,when you could download my 27 kb *pack? *pack includes 1 map, but two alternate terrains that you can use on it, depending on your playing style.
Attachments:
File comment: Here it is again.
MtMo.rte.rar [10.48 KiB]
Downloaded 1071 times
Last edited by zalo on Sun Feb 22, 2009 4:22 am, edited 1 time in total.
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Sun Feb 22, 2009 4:17 am |
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Toes from Europe
Joined: Wed Feb 14, 2007 9:34 pm Posts: 883 Location: America
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Yes Yes Yes
Yes Yes Yes Yes Yes Yes Yes Yes Yes
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Sun Feb 22, 2009 4:18 am |
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Mombasa
Joined: Tue Mar 06, 2007 12:21 am Posts: 355 Location: Florida: The Oil Capitol of the United States
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Re: Momentum Mountain
This is really, really, really, neat. Yay for zalo.
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Sun Feb 22, 2009 4:38 am |
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whitty
Joined: Sat Jun 16, 2007 2:31 am Posts: 2982 Location: Texas
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Re: Momentum Mountain
This is why we all love Zalo.
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Sun Feb 22, 2009 4:51 am |
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Ninjageek
Joined: Sun Nov 30, 2008 2:49 am Posts: 5 Location: under a rock
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Re: Momentum Mountain
It is really fun to use. You have to try fly a rocket down the hill without crashing.
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Sun Feb 22, 2009 7:10 pm |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Momentum Mountain
OH GOD! I'M FALLING! I'M FALLING! OH GOD! OH Ghu.... wait... this isn't so ba-SMASH.
If only I could place my brain so that the AI has to always walk UP-hill....
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Mon Feb 23, 2009 3:41 am |
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dapaperboy
Joined: Fri Jun 15, 2007 6:47 am Posts: 430
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Re: Momentum Mountain
idea/request for a new activity thing involving this map:
i think you should try to get as far as you can on the infinite hill. if its possible, some how making a counter of how many pixels or how far you walked and just beat your score. then compare it with the other forum members then brag, flame and or get flamed. i was reading the body ladder thread again and i was thinking you can do what TheLastBananna did to measure the height of the player in his Body Ladder map.
the actors should have weak jetpacks or be heavy enough so they cant fly too far for too long. and if its possible, add random holes in the map to hide in so you dont get demolished by giant rolling balls. the holes should be deep enough to cover your head should be fine but you should be able to crouch for some.
since your an awesome coder zalo, is this in the realm of possibility? or am i being an overzealous troll?
oh yeah, fun stuff you got here zalo.
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Mon Feb 23, 2009 7:51 am |
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Miles_T3hR4t
Joined: Mon Jun 04, 2007 5:55 am Posts: 1627 Location: Ohio
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Re: Momentum Mountain
This map is AWESOME... EXCEPT ON THING
There is ONE thing wrong... The edges of the map are the wrong size. There is a , i dont know 50 PIXEL BAR that goes vertically and another horizontally, that makes EVERYTHING INVISIBLE. you CAN fix this, it has something to do with the resolution of the map Vs the resolution listed in code. please fix this.
Other than that its awesome.
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Mon Feb 23, 2009 8:07 am |
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AlphaCommando
Joined: Wed May 02, 2007 10:27 pm Posts: 514 Location: Eating ice cream at Graeter's
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Re: Momentum Mountain
Zalo, you crazy fool! What have you done!?! An infinite hill? What epic sillyness be this.....
Theatrics aside, this is pretty fun, despite a lack of any discernible practicality.
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Mon Feb 23, 2009 11:39 am |
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zalo
Joined: Sat Feb 03, 2007 7:11 pm Posts: 1496
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I don't know either.
Miles_T3hR4t wrote: There is ONE thing wrong... The edges of the map are the wrong size. There is a , i dont know 50 PIXEL BAR that goes vertically and another horizontally, that makes EVERYTHING INVISIBLE. you CAN fix this, it has something to do with the resolution of the map Vs the resolution listed in code. please fix this.
Since the dimensions of the scene are defined only once (and that's in the image itself), I don't see how you want me to go about fixing it. Plus, I've never encountered this "50 Pixel Mysterious Invisible Line". Are you playing at 640x480 resolution?
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Mon Feb 23, 2009 4:12 pm |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Momentum Mountain
That's nice Zalo! What's that round red ball?
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Tue Feb 24, 2009 7:56 pm |
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Solace
Joined: Sun Jun 10, 2007 2:05 am Posts: 426
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Re: Momentum Mountain
Very cool that it's made... just too bad that if you dig a hole through the map you get a bunch of pixels falling which cause lag and eventually crashes. Sooo no cool ywrap levels for me.
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Tue Feb 24, 2009 8:20 pm |
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Shapeshifters
Joined: Thu Jun 12, 2008 10:06 pm Posts: 68 Location: Texas
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Re: Momentum Mountain
The map completely bugs out when I play and gets a memory error. (No, I am not on a mac) how may I go about fixing this?
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Wed Feb 25, 2009 1:47 am |
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war_man333
Joined: Sun Nov 11, 2007 1:49 pm Posts: 785
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Re: Momentum Mountain
Crashed, and it's not that well made either...
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Wed Feb 25, 2009 3:05 pm |
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GopherLemming
Joined: Wed Dec 24, 2008 5:14 pm Posts: 62
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Re: Momentum Mountain
Shapeshifters wrote: The map completely bugs out when I play and gets a memory error. (No, I am not on a mac) how may I go about fixing this? A more detailed description is required but my first guess would be the same problem as solace mentioned (looping particles constantly accelerating), for which there is no fix. Edit: Correction, there is a fix but it involves lua. Robolee used this to limit the speed of falling objects so they wouldn't skip past a portal Code: if object.Vel.Y > 0 then objectVelAngle = math.atan(object.Vel.X/object.Vel.Y); else objectVelAngle = 0; end objectNewVelAngle = objectVelAngle + PortalAngleDifference; objectVel = math.sqrt(math.pow(object.Vel.X,2)+math.pow(object.Vel.Y,2)); objectVelX = objectVel*math.sin(objectNewVelAngle); objectVelY = objectVel*math.cos(objectNewVelAngle); object.Vel.X = objectVelX; object.Vel.Y = objectVelY; if object.Vel.Y > 50 then object.Vel.Y = 50; end war_man333 wrote: Crashed, and it's not that well made either... It is as well made as a map like this could possibly be... The problem is the game itself. Y-wrap is very unstable.
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Wed Feb 25, 2009 4:46 pm |
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