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Author Topic: Fruit Ninja -  (Read 11455 times) Bookmark and Share
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willrandship
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« Reply #180 on: 06 June, 2012, 03:12:41 »
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This is awesome. I really like the key-based touchpad.

One funny thing is that vertical slicing still gives horizontally cut fruit. Tongue I don't really care, but if it were my program I'd probably fix it.
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« Reply #181 on: 06 June, 2012, 16:44:35 »
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One funny thing is that vertical slicing still gives horizontally cut fruit. Tongue I don't really care, but if it were my program I'd probably fix it.
There's a lot of things I would love to do if I had a bit more leeway in terms of speed, but unfortunately I have none Sad

I tested Fruit Ninja with a black-on-white scheme though (without the DrawInv) and it ran nearly twice as fast, which means all I would have to do is add in my own AND sprite routine (and a white line routine) and I would have a ton of speed to work with, but I decided not to do it for the contest entry because it would involve significant assembly code.
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« Reply #182 on: 10 June, 2012, 01:35:55 »
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This is awesome on a real calc. Good job Deep!
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« Reply #183 on: 29 June, 2012, 18:33:37 »
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I advise you to fix post ratings in your topics before making an update if you want to get +1s Tongue
(edit: it is done)
« Last Edit: 29 June, 2012, 21:37:46 by Hayleia » Logged





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« Reply #184 on: 29 June, 2012, 20:25:25 »
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You created your own subforum... Does this mean that you will be expanding it in the near future? Cheesy
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« Reply #185 on: 30 June, 2012, 05:15:33 »
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That would be great. By the way I really love the title screen. Calc games are looking more and more professional and advanced, compared to the days where most ASM games were text title screens with an horizontal line below the title and above the copyright.
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« Reply #186 on: 30 June, 2012, 06:00:02 »
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You created your own subforum... Does this mean that you will be expanding it in the near future? Cheesy
I'm hoping to at least make vertical slicing look better.
That would be great. By the way I really love the title screen. Calc games are looking more and more professional and advanced, compared to the days where most ASM games were text title screens with an horizontal line below the title and above the copyright.
Because that's where Axe really excels—simplifying graphics. A robust sprite routine in asm might be a hundred lines long, but Axe gives you four different ones at just one line each.
« Last Edit: 01 July, 2012, 15:33:14 by squidgetx » Logged




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« Reply #187 on: 01 July, 2012, 05:42:18 »
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The only wish I have would be better library integration, but that's not exactly Axe's fault. It's just an issue with the calculator itself not having enough space, and not having a decent way to update.
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« Reply #188 on: 27 July, 2012, 23:57:39 »
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I was wondering if this game is still under construction? Or do you see no need to improve it?
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« Reply #189 on: 28 July, 2012, 11:52:49 »
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I though it was finished. I believe there's a download somewhere.
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« Reply #190 on: 28 July, 2012, 11:57:27 »
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I know it was finished, but is it also done with black on white instead of inverse? And what about the vertical slicing het wanted to look better?
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« Reply #191 on: 28 July, 2012, 18:44:14 »
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If he works on projects as sporadically as I do, he may not come back to this one for several months. After all, it is quite playable.
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« Reply #192 on: 29 July, 2012, 06:06:18 »
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ANd he also needs to resume progress on Contra... <_< Tongue
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« Reply #193 on: 29 July, 2012, 06:14:06 »
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My point exactly. Cheesy

As long as he works on something, we are generally graced with more awesome stuff. Tongue
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« Reply #194 on: 30 July, 2012, 04:44:01 »
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I'm getting tired of this project, and it's pretty much done already Undecided I think I'll just fix that awful high score bug and upload it. Sometime in August.
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