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Author Topic: My Nspire contest entry - nZombie - a zombie FPS game -  (Read 2852 times) Bookmark and Share
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t0xic_kitt3n
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« Reply #15 on: 10 July, 2011, 05:20:04 »
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Still, I wouldn't find it acceptable for a program I use to crash my calc, and I'm sure points would be deducted if it happened in the final version.
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« Reply #16 on: 26 July, 2011, 18:32:13 »
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How's this going?
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« Reply #17 on: 27 July, 2011, 23:03:20 »
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I was out of state last week and I haven't done anything since I got back. I was actually going to start working on it again after I check out the new posts on omni.
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« Reply #18 on: 29 July, 2011, 20:12:32 »
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I was out of state last week and I haven't done anything since I got back. I was actually going to start working on it again after I check out the new posts on omni.

If you're still participating, please go here and tell us that you will, so we know how many entries there'll be.
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« Reply #19 on: 07 August, 2011, 00:31:37 »
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I am still making progress on this, I am trying to fix those graphical glitches I had earlier, but it isn't really working:


* 04.png (2.2 KB, 320x240 - viewed 170 times.)
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« Reply #20 on: 07 August, 2011, 04:23:46 »
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Yay, I fixed those issues, it turns out I had mixed up some variable names. Frustrated
I'm going to add textures tonight.


* 05.png (1.96 KB, 320x240 - viewed 161 times.)
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« Reply #21 on: 08 August, 2011, 02:32:02 »
+1

Textures didn't quite work out, but I did almost get sprites working. The problem is, they move up and down when I turn the camera Tongue
EDIT: I fixed that, it turns out I had a typo so the onscreen x coordinate of the sprite was being used for both the x and the y coordinates when I actually went and drew the sprite. Also, sprite clipping used to not work, if a sprite went partially off the top or left edge of the screen, it used to start drawing from the upper left corner, instead of from the middle like it should. But that is now fixed.


* 06.png (2.13 KB, 320x240 - viewed 146 times.)
« Last Edit: 08 August, 2011, 05:17:22 by t0xic_kitt3n » Logged




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« Reply #22 on: 08 August, 2011, 07:39:19 »
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Here's multiple sprites! I still need to get a proper z buffer system though Z buffering is too slow when a sprite is right in front of you, so I'm going to have to sort the sprites back to front, the only reason those were drawn correctly was that they happened to be drawn back to front because of the order they were defined in.


* 07.png (2.47 KB, 320x240 - viewed 138 times.)
« Last Edit: 08 August, 2011, 07:53:23 by t0xic_kitt3n » Logged




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« Reply #23 on: 08 August, 2011, 10:39:27 »
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Nice Toxic ^^
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« Reply #24 on: 08 August, 2011, 11:08:04 »
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Are you using NCaster as a base?

Looking good so far, but don't forget you have to work quick to get enemies, otherwise it's just a raycasting engine Wink
« Last Edit: 08 August, 2011, 12:14:53 by ephan » Logged
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« Reply #25 on: 08 August, 2011, 17:57:25 »
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I'm using this tutorial as a base, adding optimization and improvements as I need. Now that I have multiple sprites, I just need to give them velocity vectors and update the position accordingly, and then the AI will periodically update the vectors, and spawn new zombies. Shooting will be a simple hitscan that is calculated when the sprites are rendered.

EDIT: Moving sprites is working!
« Last Edit: 08 August, 2011, 19:06:12 by t0xic_kitt3n » Logged




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« Reply #26 on: 08 August, 2011, 20:39:44 »
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Shotgun! w00t


* 08.png (4.81 KB, 320x240 - viewed 118 times.)
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« Reply #27 on: 08 August, 2011, 20:43:00 »
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Oh my god that is awesome!
Is this for ndless?
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« Reply #28 on: 08 August, 2011, 20:44:55 »
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Yes. Oh, and don't pay attention to the garbled area on the bottom of the screen. It was like that when the screenbuffer got allocated, and I haven't drawn over it, it is going to be where the HUD is.
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« Reply #29 on: 08 August, 2011, 20:47:50 »
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fantastic! where are you getting your gun sprites from?
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