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4K Game Competition - 2007
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PacMinia
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PacMinia
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zeroone
Sr. Member
Posts: 295
Medals: 10
PacMinia
«
on:
2006-12-05 09:30:30
»
http://www.meatfighter.com/j4k2007/pacminia/
Morre
JGO Ninja
Posts: 507
I'm Dragonene on IRC.
Re: PacMinia
«
Reply #1 on:
2006-12-05 09:34:43
»
Wow, but you're productive. Are you really this quick or are you pulling out the ones you made while waiting?
In any case, it's really good to see the multitude of entries coming in, the more the merrier!
Looking good! Only, it confuses me that the score is in two places (the exact same numbers). Why?
www.x2d.org
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Towerball
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Spiderball4k
zeroone
Sr. Member
Posts: 295
Medals: 10
Re: PacMinia
«
Reply #2 on:
2006-12-05 09:43:30
»
One is your score, the other is the High Score.
Games published by our own members! Go get 'em!
Morre
JGO Ninja
Posts: 507
I'm Dragonene on IRC.
Re: PacMinia
«
Reply #3 on:
2006-12-05 09:58:00
»
Right. It's confusing nonetheless... try not updating highscore in real-time, and then put it just below the other score (and, if you have the space, with the word "High:" in front of it).
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Towerball
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Spiderball4k
jojoh
JGO Ninja
Posts: 554
Medals: 6
games4j.com
Re: PacMinia
«
Reply #4 on:
2006-12-06 03:33:40
»
Really nice remake and cool 3D-ish look. Would like the camera to be just a little bit higher up, so one can see the monsters a bit further away. I guess the jump feature solves it in a way. Just amazing to have so many different levels in 4K.
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zeroone
Sr. Member
Posts: 295
Medals: 10
Re: PacMinia
«
Reply #5 on:
2006-12-06 09:46:44
»
Quote
Would like the camera to be just a little bit higher up, so one can see the monsters a bit further away.
At the top of the source code (
http://www.meatfighter.com/j4k2007/pacminia/M.java
), the constant B specifies the depth of view. Each grid cell is 32x32 and B is set to 320; so, you can view to a depth of 10 cells. Increase it to see further away (e.g. 480 = depth of 15 cells).
The constant A specifies the height of the screen and it should be fixed at 240. The constant H represents the distance between the player's eye and the screen. Increasing it makes the 3D projection appear flatter.
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