Author Topic: [C] F-Zero : trackSpire  (Read 14880 times)

0 Members and 1 Guest are viewing this topic.

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
[C] F-Zero : trackSpire
« on: January 03, 2013, 06:07:32 am »
THIS POST IS OUTDATED !!! SEE THE LAST PAGE OF THE TOPIC INSTEAD.

Hey guys,

Since I'm back working on Mode 7, let's make a game out of that :P

For now the Mode7 perspective engine is done, and I wrote a masked sprite routine (for transparency), but that's all for now.

I'm actively working on it, so I'll post update regularly :)

Screenshots history (from newest to oldest) :

Spoiler For Gif support for maps, original Mute City 1 map from SNES F-Zero !:

Spoiler For Moved origin, acceleration/deceleration and sample map:

Spoiler For Masked sprite:

Spoiler For Mode7 engine working !:

Share comments :)

(if you want to test the program, both files must be in the same directory)
« Last Edit: January 25, 2014, 05:27:22 am by Matrefeytontias »

Offline ExtendeD

  • CoT Emeritus
  • LV8 Addict (Next: 1000)
  • *
  • Posts: 825
  • Rating: +167/-2
    • View Profile
Re: [C] F-Zero : trackSpire
« Reply #1 on: January 03, 2013, 07:22:37 am »
Nice start :)
Ndless.me with the finest TI-Nspire programs

Offline TheNlightenedOne

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 427
  • Rating: +16/-1
    • View Profile
Re: [C] F-Zero : trackSpire
« Reply #2 on: January 03, 2013, 03:22:54 pm »
That looks awesome. I might be able to create a track or two if you like.
"Eris" (Ndless 3.1)
"Keto" (Ndless 3.1)
"Luna" (AMS 3.10, HW4)
"Aurora" (2.55MP)

Offline tr1p1ea

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 647
  • Rating: +110/-0
    • View Profile
Re: [C] F-Zero : trackSpire
« Reply #3 on: January 03, 2013, 05:29:06 pm »
Have you looked at modding it to a tilemap? Or will you just be using pictures.
"My world is Black & White. But if I blink fast enough, I see it in Grayscale."


Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1884
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: [C] F-Zero : trackSpire
« Reply #4 on: January 03, 2013, 06:25:21 pm »
Looks pretty awesome, though the perspective seems off a bit- lines seem to converge above the horizon :(

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [C] F-Zero : trackSpire
« Reply #5 on: January 03, 2013, 06:36:03 pm »
@TheNightenedOne yeah it can be helpful :) I'll first draw a sample for you to see over-looking of it.

@tr1p1ea I'll use full pictures for that.

@squidgetx yeah I know, but don't worry, I'm only in early testing stage :) I didn't really care of those details when I made the firsts builds of the engine.

Offline Spenceboy98

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 547
  • Rating: +59/-2
    • View Profile
Re: [C] F-Zero : trackSpire
« Reply #6 on: January 03, 2013, 06:53:36 pm »
Did you base this somewhat off of the tunnel program?
I like milk.

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [C] F-Zero : trackSpire
« Reply #7 on: January 03, 2013, 06:57:27 pm »
Nope, not at all :P in fact it has nothing to do with this program. It's something completely different of the tunnel.

Offline Spenceboy98

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 547
  • Rating: +59/-2
    • View Profile
Re: [C] F-Zero : trackSpire
« Reply #8 on: January 03, 2013, 06:58:18 pm »
Nope, not at all :P in fact it has nothing to do with this program. It's something completely different of the tunnel.

But you used the same texture from the website? :P
I like milk.

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [C] F-Zero : trackSpire
« Reply #9 on: January 03, 2013, 07:04:58 pm »
It was the only texture I could think of at this moment ;D but don't worry, there will be better tracks than this one :P

Offline Spenceboy98

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 547
  • Rating: +59/-2
    • View Profile
Re: [C] F-Zero : trackSpire
« Reply #10 on: January 03, 2013, 07:14:14 pm »
Too bad I don't have an Nspire. :P
I like milk.

Offline xlibman

  • Now active at https://codewalr.us
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55806
  • Rating: +3148/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • CodeWalrus
Re: [C] F-Zero : trackSpire
« Reply #11 on: January 03, 2013, 10:56:24 pm »
This looks very nice. I wonder if on a real calc the framerate is as smooth as this raycaster for Ndless 1.0? http://ourl.ca/64510
In case you are wondering where I went, I am still active in the TI community, but I left Omni back in 2015 for various  reasons. I might come back one day, depending of certain circumstances, but my new online home (despite me being Omnimaga founder in 2001) is now CodeWalrus ( https://codewalr.us ). Sorry for the inconveniences.

Bandcamp|Reverbnation|Facebook|Youtube|Twitter
Retired Omnimaga admin (2001-11) and editor (2012-14)

Offline Matrefeytontias

  • Axe roxxor (kinda)
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1982
  • Rating: +310/-12
  • Axe roxxor
    • View Profile
    • RMV Pixel Engineers
Re: [C] F-Zero : trackSpire
« Reply #12 on: January 04, 2013, 05:17:57 am »
Well, I let people who have an Nspire test :P (I can't have mine, so I'll test my game a few months later)

Also, big update !

Camera placement is now resolved, the ship is at the origin - this result in a much better gameplay. I drew a sample map to test the engine (and be sure that it works), and I made the movements smooth, like if you actually were in the ship :)

I don't have collisions at all, so you can make your way outside the map - but I don't think it's safe for your calc ...

See the first post for the screenshot ;)

Downloads of the current version : Executable and sample map (beware, this latest is 1MB, I really need to implement PNG reading).
« Last Edit: January 04, 2013, 05:19:25 am by Matrefeytontias »

Offline TheNlightenedOne

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 427
  • Rating: +16/-1
    • View Profile
Re: Re: [C] F-Zero : trackSpire
« Reply #13 on: January 04, 2013, 09:27:38 am »
Can we have a screenie of the new update?
EDIT: Never mind, its in the first post
"Eris" (Ndless 3.1)
"Keto" (Ndless 3.1)
"Luna" (AMS 3.10, HW4)
"Aurora" (2.55MP)

Offline xlibman

  • Now active at https://codewalr.us
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55806
  • Rating: +3148/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • CodeWalrus
Re: [C] F-Zero : trackSpire
« Reply #14 on: January 04, 2013, 10:38:23 pm »
Darn this looks nice! O.O Now it just needs a background like in the original game that scrolls when you turn around. Seems quite fast too. As for the resolution it seems perfect for this kind of game and speed, although if you ever decide to go with large textures I wonder if this would take a lot of memory compared to your F-Zero SNES style screenshot?
In case you are wondering where I went, I am still active in the TI community, but I left Omni back in 2015 for various  reasons. I might come back one day, depending of certain circumstances, but my new online home (despite me being Omnimaga founder in 2001) is now CodeWalrus ( https://codewalr.us ). Sorry for the inconveniences.

Bandcamp|Reverbnation|Facebook|Youtube|Twitter
Retired Omnimaga admin (2001-11) and editor (2012-14)