Omnimaga
Calculator Community => Major Community Projects => CaDan SHMUP => Topic started by: Geekboy1011 on April 29, 2013, 10:00:38 pm
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Ok here we go. This is the new thread for progress on Cadan v2
Current Revision:v0.004a
Stable Download:N/A
Beta Download:N/A
Repository:https://bitbucket.org/CFD_LLC/cadan
Progress Summary:
Pre-2013-03-28 The year or so up to this point Cadan got its internal overhaul and was brought up to the 3 page app it is now.
2013-03-29 Cadan Got a repo on bitbuket managed by geekboy
2013-04-01 Debugging toggles added to make our lifes easier.
2013-04-01 Rearanged the player files for my sanity
2013-04-07 Got a completily new playershot handler mych saner and easier to work with
2013-04-08 Started importing player routines. New setup is nice :D
2013-12-14 Started working on this again. Another restructure. Might actually move some where this time
This title post will only be edited with major updates from here on out. The information at the top will always be to the latest available versions.
Want to help ask! want to comment and say its awesome go for it! want to lurk and be boring NO CHERRIES FOR YOU >:F
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Well, for Iambian's arrival stuff like slowing down; I found these for the project:
http://www.red3d.com/cwr/steer/
http://www.red3d.com/cwr/steer/Arrival.html
http://www.red3d.com/cwr/steer/gdc99/
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Post indicating my appoval of this thread or something like that. Not entirely sure but I was asked to post something.
Right. Edit: Need info on fast algorithm for finding distance of a line given two coordinate pairs x,y
EDIT: Modification to this post has absolutely nothing to do with the topic. In fact, I was just looking for an old post that no one (should) notice to slip this file in as an attachment. Because other file hosting services suck. Shh... (NOTE: This file is source for an interrupt-based audio driver)
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Edit: Need info on fast algorithm for finding distance of a line given two coordinate pairs x,y
What's the range of x,y? 0-63?
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I believe so Calc. Assume yes I'll text him later to confirm
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Isn't the squared distance (X-Xyou)^2+(Y-Yyou)^2 ? I actually use that in IkarugaX, it's pretty fast and accurate.
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As for Iambian's idea to quickly slow down and stop, I think I found the solution.
You start off with the 3 physics equations:
1) v^2 = u^2 + 2*a*d
2) v = u + a*t
3) d = u*t + .5*a*(t^2)
Where u = starting velocity (px per cycle)
v = final velocity (px per cycle)
d = distance from target
a = acceleration (- is deceleration)
t = time (so # of cycles??)
For your case you know u, v and d, and need to know a, so use formula (1), rearranged into:
a = (v^2 - u^2) / (2 d).
Then you can use (2) and (3) can then be used to calculate v and d at each time until arrival.
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I expect Cadan v2 to support the bullet patterns and quantities detailed in the attached gif.
/me runs
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uhhhmmmm in theory it does >.> <.<
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So a little update some eye candy with some routines Iambian developed for me.
(http://i.imgur.com/aeqZXmM.gif?1)
(http://i.imgur.com/jv5Q9lg.gif?1)
(http://i.imgur.com/92ngevA.gif)
(http://i.imgur.com/hU3pWEV.gif)
all of these are functional because Iambian developed a routine that moves a players bullet based on a given angle. This routine will be used rather extensively among other characters this will be used for the dragons fire which needs to be re-coded as we made some structural changes that fixed some issues we were having but broke some old code
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Erm WTF, that makes my mouth drool. -.-
Looking amazing tho
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Now this is what you call awesome-looking! :D
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O.O progress ! Looks so amazing :w00t:
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yay :D these routines look very cool
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Geekboy: Thanks for letting me sit in on that coding session the other day and thanks for helping me understand flags!
(ya know, I'm actually quite interested in helping with this project now ;))
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None of these routines are actually final except the last one which is the dragons Focused attack. The others were just test cases for the new routine Iambian made.
and anytime we are on feel free to come on pimath! we love helping people and seeing people interested in the project keeps up motivated to work on it. its a huge beast and right now we sadly need experienced coders. That does not mean you cant help tho moral support/sprite support/Character development helps us A LOT I have a few characters in the roster to finish but then we have 4 more characters to design!
Right now we are fighting with a few bugs in some graphics routines from a backend change we made. And Iambian is working on fixing the script system.
Scripts have all there assets and actual scripts stored in a compressed data stream. He is working on a resource handler to help manage assets loaded by the script system so that levels can be totally dynamic and essentially be larger then ram making for some kick ass levels as well as pretty easy external level support!
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I'd really like to help then :) I'm more than interested in that project :D
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After seeing your work on ikarugaX i am not surprised that you would want to help :P i would start by looking at the source code located in the repo at the first post and see what you can make heads or tails of. As of the moment we have to await some more core routines being finished by iambian before i can start showing others how to make things. EG its still all buggy and needs fixing.
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I saw this on IRC last night and was amazed. :)
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Iambian fixed some of my bugs and got the claw attack working again. Not finalized needs a new collision routine and a new movement routine.
(http://i.imgur.com/ov7BSqB.gif)
More bugs found mostly with my code Iambian is working on it. Still getting confused on how to traverse the bullet table is my issue I think.
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Made some cosmetic changes to the dragonfire routine here is a side by side
New Old
(http://i.imgur.com/vkRKTTt.gif)(http://i.imgur.com/hU3pWEV.gif)
I like it.
Tech Details.
It now changes the bullet type "randomly" between each LCD update which gives it that fading effect. It also has a small variance in bullet expiration about 8 game cycles its not much but it breaks up the end of the bullet stream a little and makes it feel a little more natural. Due to the small seeded LFSR you can see a pattern still that should be fixed soon.
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Is Dragonfire in reference to the old TI programming group and dragons fandom IRC server on which #omnimaga used to be hosted (and from where the cherry-flavored dragon thing came from)? :P
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Sadly no its not its in reference to the dragon spitting flames :P
Iambian and I have decided on a new dev team name for me and him we think its fitting
CFD LLC.
a joke LLC of coures.
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CFD == Can F****** Die? O.O
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Cherry flavored dragon Limited liability company :P
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Mmmh, yeah seems legit ;D
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Newest2bytelfsr New Old
(http://i.imgur.com/MO25qKS.gif) (http://i.imgur.com/vkRKTTt.gif) (http://i.imgur.com/hU3pWEV.gif)
Made a few more visual tweaks with a 2byte PRNG looks A LOT better now.
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So now that this is version two, can we call it "yet another yet another shooter"?
/runs
Seriously though, I can't wait for this thing.
Never noticed the HUD shaking before. What does it mean?
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That is cause wabbit having a bad lcd delay if i were to run ALCDFIX or adjust it manually it would be fine its a non issue and has been around for ever just fix your LCD delay and your golden. Going to add the script for that if we have the space to at the end of everything :P
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BECAUSE DOUBLE POST OF EPICNESS
Took like 10 months to get working and like 6 code rewrites by Iambian BUT ITS ALIIIVEEEEEEE
(http://i.imgur.com/p4RTuz9.gif)
tracking works like it should now we are going to get a cool character going
nanami <3 (we miss you TsukasaZX)
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I seem to forget to post on things I think are cool :P This is really awesome work! The speed of these routines is ridiculous.
nanami <3 (we miss you TsukasaZX)
Where has Tsukasa gone? I feel like I missed what happened :/
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We don't know honestly. he just vanished :( we are all very unhappy with this.
So another random update
(http://i.imgur.com/mUtxD86.gif)
Moves the bullet based on a LUT has a kind of variable speeds, and at a certain entry it tracks back to the player. It is not the best and its causing issues with sprite drawing I think still debugging that.
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Geekboy: Off topic, you now have 100 respect :D
On topic: looking nice. Good luck with everything!
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Thanks Pimath! and damn I do have 100 respect!!!
And the hardest part is making it look good :P soon as its all done its just meshing the pieces together :)
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That is looking awesome :P
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thanks Sorunome Iambian is doing the harder work I'm just writing asm stubs using his api of sorts to make the stuff you see. Thankfully most of the hard work is done...unless you count collision detection....then well the world can burn. Not looking forward to that.
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I demand progress. Must poke Iambian with this. Maybe I should promise him cherries or so. Do you think that'd work?
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Yus. Dangle some cherryliciousness in front of him and watch progress spew forth. ;D
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Well, I'm in luck then. Just bought a dozen bags of cherries :D
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/me orders cherries in industrial amounts :P