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Author Topic: F-Zero Progress Thread -  (Read 34855 times) Bookmark and Share
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calc84maniac
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« on: 11 November, 2008, 16:02:35 »
+2

I am making an F-Zero game (which happens to be, unless I am misinformed, the first "real" 3D racing game for the 83+).

The engine basically just takes a 32x32 tilemap and draws it in a "3D view". More recently, I added a sprite routine and a routine to find where an object should be drawn in this 3D world. It draws one of 3 sprites depending on how far away it is. Right now, I have only drawn a sprite from the back of the ship, so it looks a bit strange without rotation.

Anyway, the latest screenshot shows all of this:


I am planning to implement a scaled sprite routine instead of the normal one so the ship can be drawn at any size, if there's enough speed left over.

Also, I think this will be a 2-page app, because the levels take up so much space (1KB each) and it's much more convenient for the user: I doubt you'll need any RAM free to play this game unless it's to use a high score Appvar.

I'm also planning link play. Wink
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« Reply #1 on: 11 November, 2008, 19:20:48 »
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Awesome Cheesy.  That looks soooo cool.
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« Reply #2 on: 11 November, 2008, 19:38:45 »
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looks nice, hope you have enough speed to manage the scaling
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« Reply #3 on: 11 November, 2008, 19:42:47 »
+1

wow this is awesome, does it slows down a lot with lot of sprites on the screen so far? This could be the first finished Mode 7 game for the TI-83+ series. Since levels seems quite small (32x32) do you think a level editor (with the levels stored into appvars) could be possible if there is enough space left when the entire game is finished?
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« Reply #4 on: 12 November, 2008, 00:28:31 »
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wow this is awesome, does it slows down a lot with lot of sprites on the screen so far? This could be the first finished Mode 7 game for the TI-83+ series. Since levels seems quite small (32x32) do you think a level editor (with the levels stored into appvars) could be possible if there is enough space left when the entire game is finished?
Well, I actually haven't tried it with more than one sprite, nor have I set up an object system yet. A level editor might be possible, but we'll have to see. Tongue
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« Reply #5 on: 12 November, 2008, 06:02:06 »
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Do you think bigger levels could be possible too? (like 256x256, 128x128 or even just 64x64? So it won't take like 5 seconds per lap like in F-Zero 68k)
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« Reply #6 on: 12 November, 2008, 07:13:04 »
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this is really cool, i look foward to more screen shots.
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« Reply #7 on: 12 November, 2008, 07:27:37 »
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hey dinho, long time no see here. Glad you still visit from time to time
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« Reply #8 on: 12 November, 2008, 14:35:34 »
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Well... the engine is currently designed for 32x32 maps. For another thing, 64x64 maps would take up 4KB, which is a bit much.
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« Reply #9 on: 12 November, 2008, 23:37:22 »
+1

yeah true, it would be hard to fit on calc for people with lot of files or reg 83+. I just hope it doesn,t do like F-Zero 68k where I could finish  track 2 in 8 seconds once x.x. On the SNES it takes at least 30 seconds per lap
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« Reply #10 on: 13 November, 2008, 01:32:40 »
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will is be possible to have any sort of pseudo 3d walls?
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« Reply #11 on: 13 November, 2008, 01:33:58 »
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Lol, I think remember clearing a map in Star Wars Pod Racer in something like twelve seconds.

That game was awesome though.
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« Reply #12 on: 13 November, 2008, 02:06:09 »
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will is be possible to have any sort of pseudo 3d walls?
Well... that's a bit more in raycaster territory. I wouldn't say it's impossible, though...
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« Reply #13 on: 13 November, 2008, 06:52:07 »
+1

yeah you would need to make sure the walls are really straight, unlike in Gemini where they seems to be a bit distorted. Wouldn't it be too slow though?
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« Reply #14 on: 15 November, 2008, 13:17:05 »
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Actually, last night I came up with an idea that could possibly utilize the raycaster routine to find walls too... I'll make some pseudocode in Basic while I'm gone today and see how it does.
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