Platform Masters development (January 26, 2012) - Lake Keveran 100% complete
Uploader Comments (ulillillia)
Top Comments
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Air taxis are, of course, the vehicle of the future.
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It's based off of those old-style, cartoon-style clocks I see in Looney Tunes and the like. It's an old-fashioned alarm clock.
All Comments (73)
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I've used more than 500, from previewing the clouds. If you jump while running high speed up a slope, even with the original jumping height, you can certainly jump far higher. Run 800 mph up the steepest slope and jump and you'll be going around 750 mph straight up with only the basic jump. With jump 200, that turns into exactly 1000 mph going straight up, of which will get you 250,000 CU above that point ground (about 7 miles). I'll be watching variable overflow.
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@ulillillia I figured you where refering to the 64-bit signed because that's the number, but I was mearly curious because I realized you can obviously manipulate the stats the character has, or rather I assume you can because most of your videos show you being able to jump very high and very fast, even without using slopes I think I have seen over 500 Mph from just a standard jump. And you wont get any of the Variable overflow in this game? Provided you could reach max stats that is.
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The limits come from the types of variables I use. A 32-bit int maxes at 2.173 billion if signed, 4.295 billion if unsigned. A 64-bit int maxes at 9 2/9 quintillion when signed, 18 4/9 quintillion when unsigned. The 1E300 limit for my 2D RPG's stats comes from the limit of a 64-bit double. It comes short of the real limit of 2^1024 because I need to account for various damage offsets and multipliers.
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@ulillillia Well, you can never permanently prevent it, but the longer you can keep it from happening the better. And the more fun the game will be for everyone who gets great achievements in this game. Also, can't you modify the game as is to check its very limits? I am sorta guessing you have already done this and that's why you know its limits? Or you know based on calculations you have done?
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This is one reason for MD5 checksums, so that nothing can get modified. It's still no safe bet though.
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@ulillillia Hopefully nobody learns to hack this game and push the limits to un-fairly get max stats, that would be annoying to one day see a video about that, but I think it would happen eventually, this happens in games even on the PS3 and Xbox where hackers get maxed stats and cheats while playing against other people, and its really rude.
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Power, Lives, Air, and several others max out at about 4.3 billion. Jumping maxes at 4.3 billion as well. HP maxes at 999,999,999 (not 4.3 billion due to space limitations). Score and position (including height) maxes at 9 2/9 quintillion, and speed and height max out with 11 significant figures. Basically, not months to max out stats, it's decades, centuries, to even millions of years, to the point where you'll otherwise never see the limits.
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@ulillillia Ah, I was comparing to jumping to the orbit of Neptune, but 20,000 mph to jump to the space base! That'd be quite an easter egg there even if impossible to make within a reasonable amount of time. This really makes me excited to find out how to level up stuff like jump height and everything! Mainly to see what kind of effort it takes to get to those extreme statistics.
Can you create animation frames for the ground decals themselves, or would having a visual effect of waves washing up and down the shoreline require separate processing?
vgZerstorung 3 weeks ago
Animation is possible, but requires so much memory that it's not worth doing. For 4 frames, I'd have to quadruple the memory used by ground decals, adding about 20 to 30 MB more. With 96 MB as my limit, that's too much considering that world 11 will be pushing things a lot. I'd have to allocate more memory that, if other worlds can't use the extra 20 to 30 MB, it's wasted. Worlds 1 and 2 use the most from ground decals, about 8 MB.
ulillillia 3 weeks ago