Omnimaga

Omnimaga => Completed => Our Projects => Fruit Ninja => Topic started by: Deep Toaster on February 05, 2012, 11:33:42 pm

Title: Fruit Ninja
Post by: Deep Toaster on February 05, 2012, 11:33:42 pm
(http://img.removedfromgame.com/imgs/0-fruit.gif)



What do you think I should call it?

EDIT: Final version added today, May 23rd 2012 today, August 30th 2012. Enjoy!
Title: Re: Fruit Ninja
Post by: thydowulays on February 05, 2012, 11:34:08 pm
TI-Ninja.
Title: Re: Fruit Ninja
Post by: parserp on February 05, 2012, 11:34:39 pm
Fruit Assassin. >:D
Title: Re: Fruit Ninja
Post by: squidgetx on February 05, 2012, 11:36:09 pm
wow nice animations, especially the rotation. What control scheme are you using (I can't figure it out lol)
Title: Re: Fruit Ninja
Post by: Freyaday on February 05, 2012, 11:36:23 pm
*assassin

Illogical Chef
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on February 05, 2012, 11:37:21 pm
That looks great! Do you think you could make a game out of it? (where you aim at fruits to shoot them?)
Title: Re: Fruit Ninja
Post by: Freyaday on February 05, 2012, 11:39:17 pm
It is a game!
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 05, 2012, 11:39:49 pm
wow nice animations, especially the rotation. What control scheme are you using (I can't figure it out lol)
You swipe across the keypad like it's a touch screen. Everything from the MATH row down is part of the "touchpad," except for ON.
Title: Re: Fruit Ninja
Post by: Builderboy on February 05, 2012, 11:40:20 pm
How did you go about making the sprites Deep Thought?  If you need help creating the rest needed to complete the slicing illusion I think we (or at least me) could all pitch in :D
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on February 05, 2012, 11:43:49 pm
It is a game!
But I see no crosshair to aim????

I thought this was just an animation ???
Title: Re: Fruit Ninja
Post by: Freyaday on February 05, 2012, 11:44:32 pm
It is a game!
But I see no crosshair to aim????

I thought this was just an animation ???
No, you use the keypad to slice!
Title: Re: Fruit Ninja
Post by: hellninjas on February 05, 2012, 11:44:51 pm
wait Nspire?!
Title: Re: Fruit Ninja
Post by: Builderboy on February 05, 2012, 11:45:24 pm
wait Nspire?!
Wait what?  It's for Ti83+ and Ti84+ :D
Title: Re: Fruit Ninja
Post by: hellninjas on February 05, 2012, 11:45:51 pm
NUUU! Meh fwend has it at the moment!!
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on February 05, 2012, 11:53:58 pm
It is a game!
But I see no crosshair to aim????

I thought this was just an animation ???
No, you use the keypad to slice!
Hmm I'm kinda confused. I'll have to give it a try to understand x.x
Title: Re: Fruit Ninja
Post by: Builderboy on February 05, 2012, 11:54:41 pm
It's a bit hard to understand if you have never played the iPhone game Fruit Ninja (of which this was based on :)) But you should try it, it's uber fun :D
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 06, 2012, 12:00:25 am
How did you go about making the sprites Deep Thought?  If you need help creating the rest needed to complete the slicing illusion I think we (or at least me) could all pitch in :D
I would love the help :) Currently I'm drawing all the sprites on the graph screen with Pt-Change, taking advantage of the [Pic#r] (import tilemap) directive in Axe.

Each sprite has eight frames, 16x16, in sequential order; the program can generate a fruit at any frame position and the animation just rotates through the set. The sprites start on the top-left corner of Pic0 and currently extend to about the middle of Pic1:

(http://www.cemetech.net/projects/basicelite/img/sourcecoder/parse83.php?00001c000038000000000fc000001c80013800001f8038f010000f8001f0000877e02010d9f83880011c1f9b4fe06018f70e10f00f0876efc4f04008e002081c38107c0780d04018200308042410ef0480d040182001198666189b84801e40087801138246e8999e800460180b011b0243c8b010c00420100b011e024f089010400738100f2317825d88c03070ef0f0807f21de6619840201f9b011c07ee0e44209070e0000801f001f80e1c38701f8000000138000003f00fc000000000003803f000000000000007000f000e1c01f806003e003fc03cc00804070e3fc067c067e067a01806040260f060f061f073d010020c03fe1cf878707871e810020801bfcebc1cf83c70e8100208019fe6df0ebc1e787410027801c7f3df86be0e383c18062003e1f96fe35f0f3c3a08042003707d67f35f873c1a081ce002781931f92fc71e1a10f0f76e3e0318fd17e21f0e3880d9f80fce0e3a0bf20f8e0f80100003fc038604fe07e61c800000006000fc033c03fc1c0000000000000000e000f00f800f00070000000000000018e033c03fc03f0000000000327068e067e078c003c003c037305c7061f05fb00ff00ff027985e387078c7c81ff81ff863c85f18f83ce1f41ff81ff873ec4f1cbc1ee07a3ffc3ffc31ec6f8cbe0ef03e3ffc37fc31e427c45f0f781d3ffc33fc38f633c65f877c0d3bfc3ffc18f613e62fc73f0719f81ff81c7419f217e21fc31ff81ff80e740cf20bf20ffa0ff00ff00f3c073e04fe03fe03c003c0079803dc033c007c0000000001f000f000e000000000000000000000000000000000000000000000000000000000000003c003c003c003c003c003c00ff00ff00ff00ff00ff00ff01ff81ff81ff81ff81ff81ff81ff81ff81ff81ff81ff81ff837fc3bfc3ffc3ffc3ffc3ffc33fc39fc3efc3ffc3ffc3ffc3ffc3ffc3e7c3ffc3ffc3ffc3ffc3ffc3ffc3f7c3ffc3ffc1ff81ff81ff81f381f781ef81ff81ff81ff81ff81f381e780ff00ff00ff00ff00ff00ff003c003c003c003c003c003c0000000000000000000000000)
(http://www.cemetech.net/projects/basicelite/img/sourcecoder/parse83.php?3ffc3ffc3e7c3ffc3ffc3ffc3ffc3ffc3ffc3f7c3ffc3ffc1ff81ff81ff81f381f781ef81ff81ff81ff81ff81f381e780ff00ff00ff00ff00ff00ff003c003c003c003c003c003c0000000000000000000000000000000000000000000000001012a00000000000003f00000017a0020000000000558000001f400b0000003f00ea803f000fc027a03f005580bf4045800f801fc07780eac0eac0efc039002b80aac0adc0d5c0b4c024806dc0ef40b2c0bf40afc05b40fb4147e0ddc075c0dac075c0ddc0bfc0fb405b40eb40bf40b2c1c7c06dc024806dc0d5c0adc0b5402b8039003680eac0eac0a9c01fc00f801dc0bf405580d68027a00fc027a0ea803f003b000b001f400b00558000002400020017a002003f0000000000000012a000000000000000000000000000002400020000000000000000003b000b000000000000000000d68027a00000000000000000a9c01dc00000000000000000b64036800000000000000001d5c06dc00000000000000000a940eb40000000000000000155c0dac00000000000000000ff40afc00000000000000000ad40b4c000000000000000007780efc000000000000000003f004580000000000000000000003f00000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000)

Notice that the bottom halves of some of the orange sprites are duplicated on the second picture. That's because Axe imports only 56 rows from each image when importing a tilemap.

As you can see, I have bombs, whole watermelons, whole oranges, and whole pineapples done. I'm planning at least one more whole fruit—strawberries—and a couple of sliced-fruit sprites. The reason I've ordered the ones I have in this way is that I had been planning to make a set of two sliced-fruit sprites that look like the two halves of either a watermelon or an orange, and another set of two sliced-fruit sprites that look like either half-pineapples or half-strawberries (since they're kind of similar when sliced in half). Ambiguity would save me a lot of memory in the game.

If anyone would like to help, please tell me what you would like to draw (just eight 16x16 sprites that "rotate" in some arbitrary but consistent manner). Just remember that they should be 3D, so don't just rotate them like a flat plate! (Notice the watermelon sprites kinda "wobble" too, which makes the game more realistic.) Don't forget that they are reversed in color. They should also have a clear border around them, and not have too much whitespace within the sprite (since I'm using Pt-On to draw them, two half-filled fruits on top of one another will look kinda weird if they "merge" into each other).

You'll definitely go in my credits ;D

EDIT: Seven new replies O.O
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on February 06, 2012, 12:03:18 am
Wow those looks nice. One would think they're actually rotating O.O
Title: Re: Fruit Ninja
Post by: Builderboy on February 06, 2012, 12:08:21 am
Wow you did that all by hand o.O I'll see what I can do!
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 06, 2012, 12:09:20 am
Yeah, it took a while. The watermelons alone took me an hour x.x But they are the most beautiful so far, so I'm glad :)
Title: Re: Fruit Ninja
Post by: Builderboy on February 06, 2012, 12:19:05 am
I fear that I may not be much help in these spriting sessions D:  I'm no ok when it comes to drawing the individual sprites, but they don't flow well together
Title: Re: Fruit Ninja
Post by: shmibs on February 06, 2012, 03:25:07 am
i love the animations, and the controls sound refreshingly inventive as well! nicely done.
Title: Re: Fruit Ninja
Post by: ZippyDee on February 06, 2012, 04:31:10 am
Reporting for duty! I'll give some sprites a go!

Also...this looks absolutely amazing. I was thinking about making a Fruit Ninja, but I couldn't think of a good control scheme. Yours is genius.
Title: Re: Fruit Ninja
Post by: TIfanx1999 on February 06, 2012, 08:06:43 am
Never seen the original. No idea how it'll translate from a touch device to TI. It seems it would be a bit cumbersome. O.O I'll just have to wait and see.

*Edit* Forgot to mention that this is looking pretty nice visually. Are you going to do anything to spice up the background (IE like have basic grayscale backgrounds in different levels. Nothing too fancy just like a checker board or other things that are easily tileable)?
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 06, 2012, 09:29:30 am
I was thinking of some fruit "splatters," like in the original game, but I might just keep it black-and-white for speed.
Title: Re: Fruit Ninja
Post by: saintrunner on February 06, 2012, 03:18:59 pm
DJ: You haven't seen the popular fruit ninja game for the ipod touch? Look it up! Lol it is tons of fun.......seemingly impossible one the calc untill......

Deep: amazing! Simply amazing as usually!!! Can't wait to see it when it is done
Title: Re: Fruit Ninja
Post by: Spyro543 on February 06, 2012, 03:31:13 pm
You should add score and different game-play modes just like in the original :)
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 06, 2012, 03:33:11 pm
Well, I'm still working on the engine, since that comes first.

EDIT: Well, I made the strawberry sprites, but I got lazy and drew it in only one angle. Let's just say strawberries don't spin in midair <_<
Title: Re: Fruit Ninja
Post by: Spyro543 on February 06, 2012, 04:01:19 pm
Yes, the swipe engine needs quite a bit of work. But great idea ;)
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 06, 2012, 04:36:21 pm
Yes, the swipe engine needs quite a bit of work.
What do you think needs work? I meant I'm going to finish the gameplay portion, like sliced-fruit animations and the little HUD on top, before I'm going to do points and high scores.
Title: Re: Fruit Ninja
Post by: Spyro543 on February 06, 2012, 05:18:51 pm
Well, all of it. It doesn't work for me at all. Or can it only detect one keypress at a time? Because it's super hard to swipe with only pressing one button at a time.
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 06, 2012, 05:21:26 pm
As I said, I've found it easier with my index finger. If that doesn't work, try slowing down. It does take only one key at a time, but multiple-key-presses are ignored, so the next time only one key is down, it's registered.
Title: Re: Fruit Ninja
Post by: mushmoom on February 06, 2012, 05:22:45 pm
Since the screen is wider than it is tall, have you considered only using, say 3-4 rows of keys?
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 06, 2012, 05:23:41 pm
It would be much too inaccurate. Most of the time you wouldn't be able to hit the fruit no matter what.
Title: Re: Fruit Ninja
Post by: Spyro543 on February 06, 2012, 05:24:23 pm
It still doesn't work for me. Even when I go slow, it still doesn't work. Also, it would have to be able to work with multiple keypresses for it to be easy to control.
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 06, 2012, 05:27:22 pm
What keys are you using? Make sure you're swiping only the keys from the MATH row down.

What calculator/OS are you using? I'll try it on WabbitEmu.
Title: Re: Fruit Ninja
Post by: Builderboy on February 06, 2012, 05:28:35 pm
it's very difficult to get on wabbit i noticed, since you can't really 'swipe' across the screen with your mouse, and swiping across the actual keyboard doesn't get any keys that are properly adjacent
Title: Re: Fruit Ninja
Post by: Spyro543 on February 06, 2012, 05:31:20 pm
What keys are you using? Make sure you're swiping only the keys from the MATH row down.

What calculator/OS are you using? I'll try it on WabbitEmu.
Nspire with 84+ Keypad
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 06, 2012, 06:09:52 pm
it's very difficult to get on wabbit i noticed, since you can't really 'swipe' across the screen with your mouse, and swiping across the actual keyboard doesn't get any keys that are properly adjacent
That's why it was so hard to get that screenshot in the first post, even at 25% speed :/ If swiping keeps breaking on the real calculator, try slowing down or using the tips of your fingers.
What keys are you using? Make sure you're swiping only the keys from the MATH row down.

What calculator/OS are you using? I'll try it on WabbitEmu.
Nspire with 84+ Keypad
Oh fun... I don't have one to test with, unfortunately. Can you try alternating between the ( and ) keys and see if it creates a swipe?
Title: Re: Fruit Ninja
Post by: mushmoom on February 06, 2012, 09:51:08 pm
What keys are you using? Make sure you're swiping only the keys from the MATH row down.

What calculator/OS are you using? I'll try it on WabbitEmu.
Nspire with 84+ Keypad

Yes, it does seem a lot easier on the Nspire 84+ keypad.
Title: Re: Fruit Ninja
Post by: nxtboy III on February 06, 2012, 10:10:26 pm
Wow, the graphics are stunning!
mushmoom- BTW I like your avatar.
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 06, 2012, 10:35:22 pm
What keys are you using? Make sure you're swiping only the keys from the MATH row down.

What calculator/OS are you using? I'll try it on WabbitEmu.
Nspire with 84+ Keypad
Yes, it does seem a lot easier on the Nspire 84+ keypad.
What do you mean by easier? Spyro543 said he couldn't get it to work at all ??? Does it work for you?
Title: Re: Fruit Ninja
Post by: Nick on February 07, 2012, 01:32:19 am
What keys are you using? Make sure you're swiping only the keys from the MATH row down.

What calculator/OS are you using? I'll try it on WabbitEmu.
Nspire with 84+ Keypad
Yes, it does seem a lot easier on the Nspire 84+ keypad.
What do you mean by easier? Spyro543 said he couldn't get it to work at all ??? Does it work for you?

it works perfect for me.. it's a bit hard for the timing and the length of the swipe, but it all works fine :)
Title: Re: Fruit Ninja
Post by: TIfanx1999 on February 07, 2012, 08:38:53 am
Wow, I completely missed the fact that their was a download here. x.x I'm gonna have to try this out soon.
Title: Re: Fruit Ninja
Post by: Happybobjr on February 07, 2012, 04:16:34 pm
it works for me :D
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 11, 2012, 06:53:15 pm
Unfortunately I haven't done much with this in the past few days, but I did add strawberries, and now I'm going to try making some sliced fruits. (The download's still in the first post.)

EDIT: But I did play the real Fruit Ninja a ton. "Research" :D
Title: Re: Fruit Ninja
Post by: hellninjas on February 15, 2012, 03:43:39 pm
I play this game every hour ON the hour :D
also 300th post!!
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on February 15, 2012, 03:47:57 pm
I play this game every hour ON the hour :D

I'm confused about what you mean ???

ANyway I will have to try this on my calc later. I'm curious how well this plays when using the calc keys as some sort of touchpad. :)
Title: Re: Fruit Ninja
Post by: hellninjas on February 15, 2012, 03:49:49 pm
I mean that ima bit addicted!
Its fun, and could use a score, but its still fun!
Trust me when I say youll like the key/touch-pad :D
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on February 15, 2012, 04:02:35 pm
Oh ok, thanks for clarifying. :P

As for the touchpad my only worry was how on the 84+ pressing keys is harder and on my 83+ they're a bit loose, so in both cases, I feared my fingers would stutter while moving accross keys.
Title: Re: Fruit Ninja
Post by: yunhua98 on February 15, 2012, 08:41:56 pm
wow.  I love how you turned the keypad into the "touchscreen".  My mind has just been blown.
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on February 16, 2012, 06:45:41 pm
I tried the game this morning by the way. It's kinda nice with the touchpad. The only problem is that the keys are noisy as hell! O.O
Title: Re: Fruit Ninja
Post by: parserp on February 16, 2012, 06:47:48 pm
It is easier for me if I only press two keys right next to each other...

(It actually works really well XD)
Title: Re: Fruit Ninja
Post by: Spenceboy98 on February 16, 2012, 08:07:21 pm
You need to make this exactly like the original. By the way, I love the graphics and how you made the keypad the "touchscreen". Genius.
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on February 16, 2012, 09:06:09 pm
It is easier for me if I only press two keys right next to each other...

(It actually works really well XD)
Yeah actually that's what I was doing. It was so noisy otherwise that I feared waking up some of the neightboorhood that were still asleep. >.<
Title: Re: Fruit Ninja
Post by: Freyaday on February 17, 2012, 05:13:13 pm
Is it possible to make it so that multiple keys pressed slices at the average position?
Title: Re: Fruit Ninja
Post by: Spenceboy98 on February 17, 2012, 06:18:56 pm
Someone should make this for the Prizm. It would be in full color too. That would be awesome.
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on February 17, 2012, 07:12:45 pm
Yeah I agree, plus the keys are smoother to press so it might be even better control-wise.
Title: Re: Fruit Ninja
Post by: calc84maniac on February 17, 2012, 07:51:47 pm
I also wonder about TI-Nspire touchpad controls.
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on February 17, 2012, 10:19:27 pm


Video of the game in action! :D
No, the sound is not THIS loud. I edited it. :-P It's still loud enough to annoy classmates, though. <.<
Title: Re: Fruit Ninja
Post by: nxtboy III on February 18, 2012, 12:14:25 am
Are you going to make the fruit splat on the wall?
Title: Re: Fruit Ninja
Post by: Keoni29 on February 18, 2012, 05:24:57 am
Sweetness
Title: Re: Fruit Ninja
Post by: Stefan Bauwens on February 19, 2012, 01:03:02 pm


Video of the game in action! :D
No, the sound is not THIS loud. I edited it. :-P It's still loud enough to annoy classmates, though. <.<
Use bottom keys as touchpad? What??
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on February 19, 2012, 02:31:10 pm
Indeed. It's very noisy as you can hear in the video though. Actually not THIS noisy, lol
Title: Re: Fruit Ninja
Post by: Happybobjr on February 19, 2012, 03:22:10 pm
how did you do sound w/o a speaker attached?
Title: Re: Fruit Ninja
Post by: calc84maniac on February 19, 2012, 03:36:34 pm
That was the sound of him pressing the buttons, lol
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on February 20, 2012, 01:40:47 am
Indeed (although the sound was edited in audacity as a parody to how noisy it was in the first place)
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 23, 2012, 06:50:59 pm
I still haven't done the slice-fruit stuff yet (it's taking a lot of work), but I've made a couple of updates—score count and drop count.

I'll working on combos now. It's still alive!

EDIT: Screenshot.

(http://img.removedfromgame.com/imgs/fruit.gif)
Title: Re: Fruit Ninja
Post by: Jonius7 on February 23, 2012, 08:54:58 pm
Yay love fruit ninja. That screenshot looks so good, quite realistic for a calculator.
And the use of the whole keypad is very innovative I have to admit.
Title: Re: Fruit Ninja
Post by: Spenceboy98 on February 23, 2012, 09:09:55 pm
That screenshot is EPIC. I can't wait until the full version is completed.
Title: Re: Fruit Ninja
Post by: Freyaday on February 23, 2012, 10:20:07 pm
I made an improved touchpad.
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 23, 2012, 10:26:16 pm
I made an improved touchpad.
I started with something like that, but put that in the context of this game and you'll see why it wouldn't work. (Pick two buttons on either side of the screen and press them, and you'd never need to swipe at all.)

It's also faster to use GetKey since you don't need to use Axe code to loop through the possible getKey(#) values, which was much slower (especially since allowing only adjacent keys to swipe simplifies collision detection tremendously)—and as it is, my engine's pressed to the limit in speed :/

It'd be good for a navigation system though, if anyone ever gets around to that.

EDIT: I believe Kerm Martian has, though he hasn't released it anywhere: http://cemete.ch/p175592
Title: Re: Fruit Ninja
Post by: Freyaday on February 23, 2012, 10:38:02 pm
It's not a loop. It's a whole bunch of if statements. You could make it so that nonadjacent keys don't trigger it.
Title: Re: Fruit Ninja
Post by: Happybobjr on February 24, 2012, 05:44:11 pm
I have an idea.

how about you make a LUT for the keys, so you can make a matrix out of them?
Title: Re: Fruit Ninja
Post by: nxtboy III on February 24, 2012, 06:24:48 pm
Looking nice! So are you going to add fruit splats?
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 24, 2012, 08:21:43 pm
how about you make a LUT for the keys, so you can make a matrix out of them?
Definitely no need for that. The keys are already arranged by default in a nice, sequential order, and the current key detection system is probably already the best (in terms of this game) I'll ever have.
Title: Re: Fruit Ninja
Post by: Jonius7 on February 25, 2012, 05:23:37 am
It's probably the best key detection system out of all of your games, if not certainly a different method.
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 25, 2012, 12:32:25 pm
More updates: combos, fewer bombs, and fruit generating at a pace closer to the original.

EDIT: Oops, bugfix.
Title: Re: Fruit Ninja
Post by: kindermoumoute on February 25, 2012, 01:08:06 pm
That's look pretty nice. I download it now. :)
Title: Re: Fruit Ninja
Post by: Jonius7 on February 28, 2012, 09:07:23 pm
I am loving the smooth graphics and framerate. Quite iphone stylish. And the combo text too.
Title: Re: Fruit Ninja
Post by: Spenceboy98 on February 28, 2012, 10:01:30 pm
I can't find the new download link. Or the old ones. Where are they?
Title: Re: Fruit Ninja
Post by: Jonius7 on February 28, 2012, 10:09:45 pm
Yeah what I did is use the view all attachment tool/mod, go to the respective board page. http://www.omnimaga.org/index.php?board=194.0 and click on the attachment icon to the right of the topic name. there you should find the latest version, hidden in some post.
PS: It'd be good if you could view attactments from inside the topic directly.
Title: Re: Fruit Ninja
Post by: Spenceboy98 on February 28, 2012, 10:16:03 pm
I found it. Thanks! Can't wait for a main menu and slice sprites. That would make it more epic.
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 28, 2012, 10:21:45 pm
I can't find the new download link. Or the old ones. Where are they?
They're in the first post, and I'll always keep them in the first post until the final game is released :)
Title: Re: Fruit Ninja
Post by: Jonius7 on March 01, 2012, 07:53:38 am
Ah sorry of course I forgot that they were there on the first post even though I had view the post several times before. I must have got confused with someone else's, when I was trying to find the latest version of their project. Good job to you Deep Thought for keeping yours updated, and also naming your versions clearly too! ;)
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on March 01, 2012, 09:40:41 am
how about you make a LUT for the keys, so you can make a matrix out of them?
Definitely no need for that. The keys are already arranged by default in a nice, sequential order
Except on the TI-84+ for the STO, LN, ON, -, + and ENTER keys X.x
Title: Re: Fruit Ninja
Post by: BalancedFury on March 01, 2012, 07:50:55 pm
BTW unless someone else said it first, even if you get 3 x's  you don't get game overed
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 01, 2012, 07:52:11 pm
Someone has noted that, and I replied that I haven't finished making the game engine yet, so I'm not going to focus on the small stuff for now. (Not dying makes it easier to debug, anyway.)
Title: Re: Fruit Ninja
Post by: BalancedFury on March 01, 2012, 07:53:10 pm
Oh ok
Also, can you tell me how you make the controls the whole keypad?
I am a noob at programming for now and I just can't figure it out D:
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 01, 2012, 08:54:04 pm
I use the ordinary getKey (the one that returns a value between 1 and 56, corresponding to a key, or 0 if no key was pressed). I find the x- and y-position of the key with respect to the keypad by dividing that number by eight (since each column has eight keys in sequential order) and store that. If the next key is within the surrounding eight keys (Moore neighborhood (http://en.wikipedia.org/wiki/Moore_neighborhood)), I draw a line.

Collision detection gets a bit more complicated, but that's the idea behind the "touchpad" :)
Title: Re: Fruit Ninja
Post by: BalancedFury on March 01, 2012, 08:54:57 pm
Oh ok :D
imma try it after the algebra contest is over :)
Title: Re: Fruit Ninja
Post by: Jonius7 on March 02, 2012, 05:12:08 am
It's a shame I can't really try it out for real. WabbitEmu just doesn't do it properly (unless if I were to remap most of the keys  to be next to each other on the keyboard), and I don't own a TI-84. The fruit graphics are juicy, though! ;D
Title: Re: Fruit Ninja
Post by: TI-Over9000 on March 02, 2012, 12:20:53 pm
Wow this looks so cool i cant wait until it is finished.  O.O
Title: Re: Fruit Ninja
Post by: Freyaday on March 02, 2012, 06:26:29 pm
how about you make a LUT for the keys, so you can make a matrix out of them?
Definitely no need for that. The keys are already arranged by default in a nice, sequential order
Except on the TI-84+ for the STO, LN, ON, -, + and ENTER keys X.x
Er, it's the keys outside the main block where things get wonky, DJ.
Title: Re: Fruit Ninja
Post by: calc84maniac on March 02, 2012, 08:48:35 pm
I think he's talking about the physical arrangement of the keys; on the TI-84+ those columns are offsetted.
Title: Re: Fruit Ninja
Post by: Jonius7 on March 04, 2012, 08:24:24 pm
Yeah they don't line up with the number keys, so it can be difficult to play between the various Z80 models.
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 04, 2012, 09:24:09 pm
Oh yeah, that's true. (I don't have a TI-84 Plus so I hadn't noticed that.)

I might release a separate, remapped version for TI-84 Plus calculators (I'd make it an option but it would slow down the game considerably without 15 MHz).
Title: Re: Fruit Ninja
Post by: Spenceboy98 on March 04, 2012, 10:24:40 pm
Deep Thought, any updates? What have you been working on in the game lately?
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 04, 2012, 10:25:55 pm
The project is at a standstill until I can motivate myself to make 64 16x16 sprites in 3D animation. Graphics was never my thing x.x
Title: Re: Fruit Ninja
Post by: Spenceboy98 on March 04, 2012, 10:48:07 pm
Heres some motivation:

 :crazy: ._. :w00t: DO IT! :w00t: ._. :crazy:

I hope you enjoy that motivation. :)
Title: Re: Fruit Ninja
Post by: hellninjas on March 05, 2012, 12:11:32 pm
Still very cool project! :D
Hope you finish it DT!
</motivation>
Title: Re: Fruit Ninja
Post by: Jonius7 on March 06, 2012, 04:37:34 am
Oh yeah, that's true. (I don't have a TI-84 Plus so I hadn't noticed that.)

I might release a separate, remapped version for TI-84 Plus calculators (I'd make it an option but it would slow down the game considerably without 15 MHz).
Yeah I think so, though it would require more work on your part. Stick to the 83 for now, and see what you can come up with.
Title: Re: Fruit Ninja
Post by: Freyaday on March 06, 2012, 05:09:01 pm
Actually, I have no problems with the offset buttons.
Title: Re: Fruit Ninja
Post by: Spenceboy98 on March 06, 2012, 05:41:09 pm
Me neither.
Title: Re: Fruit Ninja
Post by: Jonius7 on March 07, 2012, 06:55:57 am
Yeah actually, it probably isn't all that significantly. It's just that it's impossible to play on WabbitEmu ;) :D
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 10, 2012, 10:08:20 am
All right, I started making the sliced sprites, but found they they do slow down the game noticeably. If you have enough objects on the screen, it actually interferes with key detection D:

So here's the question: Is the game all right as it is, or do I need to add something to the screen when a fruit gets sliced? Maybe I can use something simpler and smaller, like an 16x8 splatter image. (This wouldn't slow down the game much because it would use the engine already in place for the combo and drop graphics.)
Title: Re: Fruit Ninja
Post by: Nick on March 10, 2012, 10:17:37 am
i think it's just great the way it is now.. a splash (animation) might be nice to see, and would make it more beautiful :)

i like this game a lot btw, it's amazing how you made this possible ö congratz for that
Title: Re: Fruit Ninja
Post by: Spenceboy98 on March 10, 2012, 08:13:24 pm
Post a screenshot of the slicing ones. I want to see how much it slows down.
Title: Re: Fruit Ninja
Post by: BalancedFury on March 10, 2012, 08:32:56 pm
Yeah :D
Also, when will it be done? :D
ALSO, extra features that I recommend :)
Spoiler For Spoiler:
Zen mode and arcade mode if possible ( Will take a while)
The Pomegranate (Chance to slice for 10 seconds)
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 10, 2012, 08:57:36 pm
Post a screenshot of the slicing ones. I want to see how much it slows down.
A screenshot won't do because the slowdown isn't very visible (in fact, the fruits' motions are inflated by a tremendous amount, so the frame rate could decrease by 400% and graphics would still be as smooth as they are now).

The main problem is that the game would feel a lot less responsive. Using a swiping motion for control requires that key detection be really, really sensitive. A game that uses only the arrow pad for movement, for example, might feel perfectly fine taking five keypresses a second, but having that rate in this game would mean that a single swipe across a row must take at least one full second. (Just imagine swiping at that speed! The game as it is now runs at something more like 20 frames a second.)
Title: Re: Fruit Ninja
Post by: BalancedFury on March 10, 2012, 08:58:12 pm
So what about those addition I recommended? :D
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 11, 2012, 11:04:40 am
I'm still not sure about those—I'm planning at least two of the original three modes (Classic for sure, and either Zen or Arcade or both). Zen mode is easier to make but not as much fun in my opinion, while Arcade mode involves a lot of extra features, like the pomegranate (it only appears in Arcade mode IIRC).

EDIT: I was wrong. It's in both Arcade and Classic mode.
Title: Re: Fruit Ninja
Post by: aeTIos on March 11, 2012, 12:11:22 pm
I would be fine with only a splash (like about 10 pixels jumping away).
Title: Re: Fruit Ninja
Post by: leafy on March 11, 2012, 03:47:35 pm
I'm still not sure about those—I'm planning at least two of the original three modes (Classic for sure, and either Zen or Arcade or both). Zen mode is easier to make but not as much fun in my opinion, while Arcade mode involves a lot of extra features, like the pomegranate (it only appears in Arcade mode IIRC).

EDIT: I was wrong. It's in both Arcade and Classic mode.

You'd also have to get all the bananas and combo blitzes working oO
Title: Re: Fruit Ninja
Post by: Spenceboy98 on March 11, 2012, 09:17:48 pm
Yeah. That would be AWESOME!
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 11, 2012, 09:56:03 pm
But unfortunately probably not possible D:

I think I'll stick to Classic and Zen mode.
Title: Re: Fruit Ninja
Post by: BalancedFury on March 12, 2012, 07:17:30 pm
Ok :P
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 13, 2012, 06:36:45 pm
After optimizing a bit, I found the lag not too bad at all. So it will have sliced fruit sprites, though not rotating.

And I got lazy on those, too, and decided to stick with the sprites I already have, but with each half drawn separately. It doesn't look as nice as if I were to create a whole new set of sprites, but the main benefit (besides saving me a couple weeks' worth of graphics work) is that it doesn't bloat the program with another 2,048 bytes of sprite data.

And I guess it doesn't look too bad, either (you can still download it from the original post):
Title: Re: Fruit Ninja
Post by: Builderboy on March 13, 2012, 06:40:11 pm
I love the compromise!  Looks completely epic, and I'm glad we got some splitting action with our fruit ninja ^^
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 13, 2012, 06:42:01 pm
And now I'm just about done :) Just need some high scores and a menu system.
Title: Re: Fruit Ninja
Post by: LincolnB on March 13, 2012, 06:44:44 pm
ooh, looks very nice!
Title: Re: Fruit Ninja
Post by: Spenceboy98 on March 13, 2012, 06:48:28 pm
It looks very nice indeed. No splatter?
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 13, 2012, 06:49:28 pm
Nope. I decided against it because with just a black-and-white screen, it would obscure your view of other fruits/bombs in the area.
Title: Re: Fruit Ninja
Post by: Spenceboy98 on March 13, 2012, 06:53:51 pm
Oh. How long do you think it will take to do the menu and highscores? Are you planning to do Arcade Mode and Zen Mode?
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 13, 2012, 06:57:09 pm
Zen mode, but probably not Arcade mode. And I'll have to put this off for a few days to get some other stuff done, unfortunately.
Title: Re: Fruit Ninja
Post by: Happybobjr on March 13, 2012, 06:57:40 pm
How is the key detection? (only downloaded original so far)
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 13, 2012, 06:58:48 pm
Swipe across your keypad like it's a touchscreen.
Title: Re: Fruit Ninja
Post by: Happybobjr on March 13, 2012, 07:00:26 pm
I meant how sensitive is it?  has it changed from original?
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 13, 2012, 07:05:16 pm
It hasn't changed much. It may be slightly less sensitive with a more objects on the screen, so if you do come across that problem, just slow down your swiping speed.
Title: Re: Fruit Ninja
Post by: BalancedFury on March 13, 2012, 09:24:26 pm
Can you actually die if you get 3 X's? :P
Title: Re: Fruit Ninja
Post by: leafy on March 13, 2012, 09:26:51 pm
Deep Thought one of the major playability issues I've had is that the getKey command by itself doesn't allow for multiple keypresses, so if you accidentally hit two buttons at the same time it doesn't read either of them, leading to a failed swipe :/
Title: Re: Fruit Ninja
Post by: BalancedFury on March 13, 2012, 09:37:40 pm
True.. :\
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 13, 2012, 09:44:50 pm
Can you actually die if you get 3 X's? :P
Oh yeah, I forgot to mention: I finally put that in.
Deep Thought one of the major playability issues I've had is that the getKey command by itself doesn't allow for multiple keypresses, so if you accidentally hit two buttons at the same time it doesn't read either of them, leading to a failed swipe :/
Generally if you slow down your swipe, you'll be less likely to miss one because even though multiple-key presses are ignored, it'll start registering again when your finger is on a single key.
Title: Re: Fruit Ninja
Post by: Builderboy on March 13, 2012, 09:46:26 pm
Obviously you should replace your single getkey statement with one that resembles:

Code: [Select]
getkey(1)+(getKey(2)*2)+(getKey(3)*3)+(getkey(4)*4)....
*Builderboy Runs*
Title: Re: Fruit Ninja
Post by: BalancedFury on March 13, 2012, 09:59:11 pm
Can you actually die if you get 3 X's? :P
Oh yeah, I forgot to mention: I finally put that in.
Deep Thought one of the major playability issues I've had is that the getKey command by itself doesn't allow for multiple keypresses, so if you accidentally hit two buttons at the same time it doesn't read either of them, leading to a failed swipe :/
Generally if you slow down your swipe, you'll be less likely to miss one because even though multiple-key presses are ignored, it'll start registering again when your finger is on a single key.
Finally? :P
Title: Re: Fruit Ninja
Post by: D4rkr4in on March 13, 2012, 10:59:11 pm
Wait so i transferred this to my ram, i can't get it to run. halp?
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 13, 2012, 11:02:36 pm
Run it with Asm(prgmFRUIT. Asm( can be found in your catalog ([2nd][0]).

The final version of the program will be in Ion format, so you will be able to run it from MirageOS or DoorsCS.
Title: Re: Fruit Ninja
Post by: BalancedFury on March 14, 2012, 08:14:52 pm
Oh..
I can already run it from DoorsCS
Title: Re: Fruit Ninja
Post by: Spenceboy98 on March 14, 2012, 09:47:13 pm
Me too.....
Title: Re: Fruit Ninja
Post by: LincolnB on March 14, 2012, 10:14:27 pm
Doors CS can run all types of builds of Axe (or Assembly, for that matter) programs.
Title: Re: Fruit Ninja
Post by: aeTIos on March 15, 2012, 04:16:51 am
^
Also you can also use zStart.
Title: Re: Fruit Ninja
Post by: BalancedFury on March 16, 2012, 07:09:55 pm
ZStart? Wuts that? :P
The only program runners I use are Mirage and Doors :P
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 16, 2012, 08:40:55 pm
zStart is thepenguin77's utility (http://omniurl.tk/7513/) for TI-84 Plus calculators.
Title: Re: Fruit Ninja
Post by: hellninjas on March 19, 2012, 11:57:37 am
zStart is thepenguin77's utility (http://omniurl.tk/7513/) for TI-84 Plus calculators.
Also for 83+SE :D/me is using it alot
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 23, 2012, 07:17:49 pm
Can you actually die if you get 3 X's? :P
Oh yeah, I forgot to mention: I finally put that in.
Deep Thought one of the major playability issues I've had is that the getKey command by itself doesn't allow for multiple keypresses, so if you accidentally hit two buttons at the same time it doesn't read either of them, leading to a failed swipe :/
Generally if you slow down your swipe, you'll be less likely to miss one because even though multiple-key presses are ignored, it'll start registering again when your finger is on a single key.
Finally? :P
What do you mean by "finally"? ???

I worked on it a bit a few days ago, optimizing the routine for displaying sliced fruit and breaking it in the process. I think I'll work on and break the title screen next.
Title: Re: Fruit Ninja
Post by: Yeong on March 23, 2012, 10:38:18 pm
I think he was talking about the dying part.
Title: Re: Fruit Ninja
Post by: ParkerR on April 04, 2012, 09:28:26 pm
Very nice. Takes some getting used to but works nicely.
Title: Re: Fruit Ninja
Post by: Hayleia on April 05, 2012, 12:17:52 pm
zStart is thepenguin77's utility (http://omniurl.tk/7513/) for TI-84 Plus calculators.
Also for 83+SE :D/me is using it alot
Also for 83+BE :D/me is using it alot
Title: Re: Fruit Ninja
Post by: Eiyeron on April 05, 2012, 12:18:38 pm
I can't tranfer it by Ti-Connect T_T
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on April 06, 2012, 09:23:56 pm
What error do you get? Does it happens with other programs too?
Title: Re: Fruit Ninja
Post by: Eiyeron on April 19, 2012, 11:47:33 am
It just happen with zStart, "Bad filename", with "zStart.8xk"...
Title: Re: Fruit Ninja
Post by: shmibs on April 19, 2012, 01:27:33 pm
maybe it doesn't like names that start with lower case? try changing it to a Z
Title: Re: Fruit Ninja
Post by: LincolnB on April 20, 2012, 05:10:51 pm
I can't tranfer it by Ti-Connect T_T

Have you tried using TILP?
Title: Re: Fruit Ninja
Post by: Hayleia on April 21, 2012, 10:54:15 am
This happened to me too when using the direct USB cable, but the SilverLink worked well.
Title: Re: Fruit Ninja
Post by: Deep Toaster on May 13, 2012, 01:31:19 pm
This will be my entry for TI-Concours 2012. I guess that means I'll actually have it <_<
Title: Re: Fruit Ninja
Post by: Deep Toaster on May 24, 2012, 12:49:11 am
I finished it! :w00t:

The final version is attached in the first post with an awesome new title screen :D

And here's the entire essence of Fruit Ninja TI in seven seconds:

(http://img.removedfromgame.com/imgs/0-fruit.gif)

Don't worry, the game is really a lot less hectic than the screenshot makes it seem :P
Title: Re: Fruit Ninja
Post by: stevon8ter on May 24, 2012, 01:02:28 am
Wow, amazing
Title: Re: Fruit Ninja
Post by: Builderboy on May 24, 2012, 02:40:21 am
Definitely amazing, I really like the way the fruit slicing turned out in the end, I think it really polishes everything up nicely!
Title: Re: Fruit Ninja
Post by: Happybobjr on May 24, 2012, 10:37:51 am
how did you do a screen shot?
Title: Re: Fruit Ninja
Post by: TheMachine02 on May 24, 2012, 12:38:10 pm
You can use CalcCapture with an emulator.   :thumbsup:

See this tutorial it explain many thing !!
http://tibasicdev.wikidot.com/68k:screenshots (http://tibasicdev.wikidot.com/68k:screenshots)
Title: Re: Fruit Ninja
Post by: Matrefeytontias on May 24, 2012, 12:55:31 pm
Is it compatible with 83+ non-SE ?
Title: Re: Fruit Ninja
Post by: kindermoumoute on May 24, 2012, 01:02:51 pm
yes, you can download the beta, it works perfectly ! ;)
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on May 24, 2012, 02:08:12 pm
Wow that title screen is absolutely epic. Also you should put in a mode where the game is as hard as in the screenshot. :P
Title: Re: Fruit Ninja
Post by: Hayleia on May 24, 2012, 03:02:20 pm
how did you do a screen shot?
You can use CalcCapture with an emulator.   :thumbsup:

See this tutorial it explain many thing !!
http://tibasicdev.wikidot.com/68k:screenshots (http://tibasicdev.wikidot.com/68k:screenshots)
Or just use Wabbitemu and record a gif ;)

Also, I like this titlescreen a lot O.O
Title: Re: Fruit Ninja
Post by: Deep Toaster on May 24, 2012, 03:41:02 pm
Wow that title screen is absolutely epic.
Thanks! It was partly inspired by the original game's title screen and partly by Graviter.
Also you should put in a mode where the game is as hard as in the screenshot. :P
Heh... It was actually a random coincidence, which worked out quite well because I wanted to show as much as possible in as short a screenshot as possible XD
Definitely amazing, I really like the way the fruit slicing turned out in the end, I think it really polishes everything up nicely!
Thanks! I'm also glad it took hardly any more graphics work on my part lol
yes, you can download the beta, it works perfectly ! ;)
Not even a beta anymore. The new download in the first post is the final version, assuming there are no bugs that need to be fixed ;D
how did you do a screen shot?
I did it in WabbitEmu. As you can imagine, it was pretty hard, even when I set the speed to 25% so I could find the keys to press in time.

I seem to have a habit of making games that are virtually impossible to play on an emulator (Simul <_<).
Is it compatible with 83+ non-SE ?
Yes—in fact, that's what I made it on!
Title: Re: Fruit Ninja
Post by: Keoni29 on May 25, 2012, 03:44:47 am
Is there an arcade mode yet?
Title: Re: Fruit Ninja
Post by: Deep Toaster on May 25, 2012, 10:18:14 am
Nope, not planning on one either :/ Sorry.
Title: Re: Fruit Ninja
Post by: kindermoumoute on May 25, 2012, 11:29:06 am
Score isn't saved or that's my calc ?
Title: Re: Fruit Ninja
Post by: Matrefeytontias on May 25, 2012, 12:51:07 pm
For me, the high score is saved, but dunno where ... o_O
Title: Re: Fruit Ninja
Post by: Deep Toaster on May 25, 2012, 04:12:26 pm
Score isn't saved or that's my calc ?
The only situation I can think of where that would happen would be if you were running the program from MirageOS when it's archived and you have disabled the option to write-back archived programs. Is that the case for you?
For me, the high score is saved, but dunno where ... o_O
It's being saved in the program itself. When you get a high score, the program looks for itself and changes some bytes so they hold the new high.

I like to do that because I personally don't like to have as many two-byte appvars as I have games, each one holding just the high score for a game. It's annoying to me, so I always make sure to keep everything in one program.
Title: Re: Fruit Ninja
Post by: kindermoumoute on May 25, 2012, 04:27:20 pm
I use noshell with FRUIT.8xp in ARC. :/
Title: Re: Fruit Ninja
Post by: Deep Toaster on May 25, 2012, 04:36:47 pm
Okay, that too. Basically any shell where you have writeback disabled or that doesn't support writeback won't save your high scores if you run the program from archive.

I'm not even saving my high scores because I have writeback disabled in MirageOS, since I don't really care about my own high scores—I'd rather just save my calculator some flash wear.

(If you run it from RAM, high scores will always be saved no matter what ;D)
Title: Re: Fruit Ninja
Post by: Deep Toaster on May 26, 2012, 07:01:30 pm
Finally got around to making a video of it:
:D
Title: Re: Fruit Ninja
Post by: stevon8ter on May 26, 2012, 07:41:43 pm
Cool video, really shows a good gameplay
Title: Re: Fruit Ninja
Post by: Sorunome on May 27, 2012, 04:41:12 pm
This thing is just FAR to epic! Great job!
Title: Re: Fruit Ninja
Post by: stevon8ter on May 27, 2012, 05:39:12 pm
I just tested it and it's f-ing nice how you almost have a realistic touchpad, i told it to my friends and they were laughing: and how do you control it? I'll show them the day after tommorow how you do and they will be possitively surprised
Title: Re: Fruit Ninja
Post by: Deep Toaster on May 28, 2012, 11:56:05 pm
Glad to hear that—that's my goal ;D
Title: Re: Fruit Ninja
Post by: Darl181 on May 29, 2012, 03:17:45 am
I was playing this at a school assembly (along with an assortment of other games) and was hearing some pretty shocked people about 2 rows back ;D
Nice.

The only thing I would suggest is a sort of free-play mode, but I guess if you're just staying with the actual game that's fine too.
Title: Re: Fruit Ninja
Post by: Deep Toaster on May 29, 2012, 09:11:03 am
I was playing this at a school assembly (along with an assortment of other games) and was hearing some pretty shocked people about 2 rows back ;D
That's happened to me a lot—some random person I don't know would come up from behind me and ask if I'm actually playing Fruit Ninja on a calculator. I always enjoy that ;D
The only thing I would suggest is a sort of free-play mode, but I guess if you're just staying with the actual game that's fine too.
The original game did have a free-play mode (called Zen Mode), and it would be really easy to implement (all I would have to do is take out the bombs and drop counter), but I didn't at the end. (To be honest, I ran out of space on the main menu for another option :P)
Title: Re: Fruit Ninja
Post by: stevon8ter on May 29, 2012, 11:30:30 am
My friends found it unbelievable, they were really amazed, so good job :P
Title: Re: Fruit Ninja
Post by: willrandship on June 05, 2012, 09:12:41 pm
This is awesome. I really like the key-based touchpad.

One funny thing is that vertical slicing still gives horizontally cut fruit. :P I don't really care, but if it were my program I'd probably fix it.
Title: Re: Fruit Ninja
Post by: Deep Toaster on June 06, 2012, 10:44:35 am
One funny thing is that vertical slicing still gives horizontally cut fruit. :P 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 :(

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.
Title: Re: Fruit Ninja
Post by: TheNlightenedOne on June 09, 2012, 07:35:55 pm
This is awesome on a real calc. Good job Deep!
Title: Re: Fruit Ninja
Post by: Hayleia on June 29, 2012, 12:33:37 pm
I advise you to fix post ratings in your topics before making an update if you want to get +1s :P
(edit: it is done)
Title: Re: Fruit Ninja
Post by: parserp on June 29, 2012, 02:25:25 pm
You created your own subforum... Does this mean that you will be expanding it in the near future? :D
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on June 29, 2012, 11:15:33 pm
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.
Title: Re: Fruit Ninja
Post by: Deep Toaster on June 30, 2012, 12:00:02 am
You created your own subforum... Does this mean that you will be expanding it in the near future? :D
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.
Title: Re: Fruit Ninja
Post by: willrandship on June 30, 2012, 11:42:18 pm
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.
Title: Re: Fruit Ninja
Post by: stevon8ter on July 27, 2012, 05:57:39 pm
I was wondering if this game is still under construction? Or do you see no need to improve it?
Title: Re: Fruit Ninja
Post by: Stefan Bauwens on July 28, 2012, 05:52:49 am
I though it was finished. I believe there's a download somewhere.
Title: Re: Fruit Ninja
Post by: stevon8ter on July 28, 2012, 05:57:27 am
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?
Title: Re: Fruit Ninja
Post by: willrandship on July 28, 2012, 12:44:14 pm
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.
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on July 29, 2012, 12:06:18 am
ANd he also needs to resume progress on Contra... <_< :P
Title: Re: Fruit Ninja
Post by: willrandship on July 29, 2012, 12:14:06 am
My point exactly. :D

As long as he works on something, we are generally graced with more awesome stuff. :P
Title: Re: Fruit Ninja
Post by: Deep Toaster on July 29, 2012, 10:44:01 pm
I'm getting tired of this project, and it's pretty much done already :/ I think I'll just fix that awful high score bug and upload it. Sometime in August.
Title: Re: Fruit Ninja
Post by: Deep Toaster on August 30, 2012, 06:54:16 pm
...one month later...

Fixed the high score bug. The final (final) version is in the first post. Have fun! :D
Title: Re: Fruit Ninja
Post by: hellninjas on August 30, 2012, 06:55:05 pm
Thanks deep :D
+1
Title: Re: Fruit Ninja
Post by: willrandship on August 30, 2012, 06:59:51 pm
Wait, what was the high score bug?
Title: Re: Fruit Ninja
Post by: Deep Toaster on August 30, 2012, 08:10:00 pm
It's described here: http://ourl.ca/13884/254783/
Title: Re: Fruit Ninja
Post by: Link on August 31, 2012, 03:22:29 pm
WOW. I LOVE the graphics, this is amazing! Pretty fun too.
Title: Re: Fruit Ninja
Post by: Eeems on September 27, 2012, 07:53:47 pm
Oh, hey! Looks like this made it to reddit :P
http://www.reddit.com/r/gaming/comments/10kp9l/fruit_ninja_on_a_calculator/
Title: Re: Fruit Ninja
Post by: Sorunome on September 27, 2012, 08:21:33 pm
wow, congrats deep! :D
Title: Re: Fruit Ninja
Post by: Deep Toaster on September 27, 2012, 09:37:44 pm
No wonder the flood of comment notifications out of nowhere... But I always love it when people say something that's already made is "impossible" ;D
Title: Re: Fruit Ninja
Post by: ztrumpet on September 27, 2012, 09:43:21 pm
Congrats on making it on Reddit!  One of my friends was browsing Reddit, found it, and called our attention to it.  What he didn't take into account is that I knew about it already from here.  Awesome job, Deep!
Title: Re: Fruit Ninja
Post by: Xeda112358 on September 28, 2012, 07:50:22 am
I love the people calling it fake XD Aren't they in for a surprise o.o
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on October 06, 2012, 12:38:21 am
Ranked as 1 on our top downloads list for the past seven days with 4912 downloads.

O.O
Title: Re: Fruit Ninja
Post by: Deep Toaster on October 06, 2012, 12:41:40 am
Ranked as 1 on our top downloads list for the past seven days with 4912 downloads.

O.O
Probably from the YouTube video. It got 600,000 hits in two days :w00t:
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on October 06, 2012, 12:44:17 am
Wow that's incredible. You should maybe put Omni links at the top of the vid description or something to drive a few more people here. :P
Title: Re: Fruit Ninja
Post by: Deep Toaster on October 06, 2012, 12:46:50 am
Wow that's incredible. You should maybe put Omni links at the top of the vid description or something to drive a few more people here. :P
It's linked to both the Revsoft and Omni threads, as well as axe.omnimaga.org.

I just moved the discussion thread links a few lines higher.
Title: Re: Fruit Ninja
Post by: Loulou 54 on October 06, 2012, 11:00:32 am
A friend of mine just posted this link on my FB wall :
http://9gag.com/gag/5489286?ref=fb.s

 :thumbsup:
Title: Re: Fruit Ninja
Post by: Sorunome on October 06, 2012, 04:12:47 pm
wow, this thing is just to awesome to be unnoticed for the internet. :P
Now prepare that fruit ninja on the calc is becoming a meme deep :P
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on October 06, 2012, 08:53:36 pm
Wow that's incredible. You should maybe put Omni links at the top of the vid description or something to drive a few more people here. :P
It's linked to both the Revsoft and Omni threads, as well as axe.omnimaga.org.

I just moved the discussion thread links a few lines higher.
Yeah I know, they were just so far into the description (plus Omni on the same line as RS) that I did not notice them at first lol.

Also Sorunome I'm kinda expecting that half of the memes would be about the button noises :P
Title: Re: Fruit Ninja
Post by: Eeems on November 05, 2012, 03:54:05 pm
Wow, this got big, fast
Google results (https://www.google.ca/search?q=fruit+ninja&ie=utf-8&oe=utf-8&aq=t&rls=org.mozilla:en-US:official&client=firefox-a&channel=fflb#hl=en&sugexp=les%3B&gs_nf=3&tok=URpaaLof2ZoPXFmhEGvhQQ&pq=fruit%20ninja&cp=16&gs_id=83&xhr=t&q=fruit+ninja+calculator&pf=p&safe=off&client=firefox-a&hs=dyU&rls=org.mozilla:en-US%3Aofficial&channel=fflb&sclient=psy-ab&oq=fruit+ninja+calc&gs_l=&pbx=1&bav=on.2,or.r_gc.r_pw.r_cp.r_qf.&fp=3fa5af1225d8f3fd&bpcl=37189454&biw=1280&bih=920)

EDIT: made the link less spammy
Title: Re: Fruit Ninja
Post by: Sorunome on November 05, 2012, 06:28:05 pm
pretty amazing :P
And lol @ this website http://www.polygon.com/gaming/2012/9/28/3422822/fruit-ninja-gets-all-scientific-on-this-ti-83-plus-calculator
Quote
YouTuber Deep T.Hought writes that he created the port using Axe Parser, developing the Half-Brick game to use the lower keys on the keypad to compensate for the missing touchscreen.
Youtuber???
T.Hought XD
and using axe parser ???? it is assembly, right?
Title: Re: Fruit Ninja
Post by: squidgetx on November 05, 2012, 07:08:18 pm
Well it's Axe which means it's assembly :P
Title: Re: Fruit Ninja
Post by: Sorunome on November 05, 2012, 07:09:02 pm
Oh, i thought it was all the way assembly :P
Title: Re: Fruit Ninja
Post by: TIfanx1999 on November 05, 2012, 07:16:35 pm
Funny how Google only links to Omnimaga on the second page, and doesn't link to an Omnimaga fruit ninja topic until the third page. Relevant links my ass! :P It is pretty amazing how huge this has blown up though... O.O
Title: Re: Fruit Ninja
Post by: Deep Toaster on November 05, 2012, 07:34:18 pm
Haha yeah I noticed. The big jump was actually four weeks ago, when there were 635,500 views in two days. It's dropped way off since then.

YouTube analytics are awesome ;D
Youtuber???
How do you call someone with two videos a YouTuber :P
T.Hought XD
Facebook and Google don't like the name "Deep Thought," so I'm "T. Hought" instead.
and using axe parser ???? it is assembly, right?
Nope, though I'm working on rewriting it in assembly so I can release it for TI-83 and other models.
Funny how Google only links to Omnimaga on the second page, and doesn't link to an Omnimaga fruit ninja topic until the third page. Relevant links my ass! :P It is pretty amazing how huge this has blown up though... O.O
I hope Omnimaga isn't being penalized for anything... I linked to this thread in the description and everything.
Title: Re: Fruit Ninja
Post by: Sorunome on December 22, 2012, 01:05:53 am
Just noticed that fruit ninja is top 5th downloaded program on ticalc.org :crazy:
Congrats! :D
Title: Re: Fruit Ninja
Post by: Madskillz on January 21, 2013, 02:03:51 am
Just wanted to say congrats on winning POTY 2012 Deep Thought. You got my vote, I was truly impressed by the great transition of this from the mobile space to our little old graphing calculators. The controls were a stroke of genius and everything else was top notch. I dont know if I said this on RS but well done! You deserve all the praise that you have got not only from us but from others around the web.
Title: Re: Fruit Ninja
Post by: tr1p1ea on January 21, 2013, 03:29:30 am
I was wondering if you had put any thought into having the sprites split at the angle in which they are sliced?
Title: Re: Fruit Ninja
Post by: TIfanx1999 on January 21, 2013, 05:12:48 am
I doubt he put any deep thought into it.
Title: Re: Fruit Ninja
Post by: Freyaday on January 21, 2013, 12:04:45 pm
I doubt he put any deep thought into it.
OW.
Title: Re: Re: Re: Fruit Ninja
Post by: DJ Omnimaga on January 21, 2013, 02:41:15 pm
I doubt he put any deep thought into it.
lol nice one XD

I was wondering if you had put any thought into having the sprites split at the angle in which they are sliced?
wouldn't that require a lot of sprites and be much harder (especially how the sprites are animated)? O.O
Title: Re: Fruit Ninja
Post by: tr1p1ea on January 21, 2013, 04:06:28 pm
Well the sprites stop animating once 'sliced'. It should be possible to slice the sprite on the fly, though only if DT feels its necessary/worthwhile.
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on January 21, 2013, 09:11:35 pm
Yeah true. I am more concerned about how many sprites there might be depending of which direction they can be sliced in, though and where on the screen. A routine to separate sprites in half this accurately would be hard to make.
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 16, 2013, 06:31:25 pm
Just wanted to say congrats on winning POTY 2012 Deep Thought. You got my vote, I was truly impressed by the great transition of this from the mobile space to our little old graphing calculators. The controls were a stroke of genius and everything else was top notch. I dont know if I said this on RS but well done! You deserve all the praise that you have got not only from us but from others around the web.
Thanks Madskillz :) The game was hella fun to program too.
Well the sprites stop animating once 'sliced'. It should be possible to slice the sprite on the fly, though only if DT feels its necessary/worthwhile.
I hadn't actually thought of that. Slicing the sprite on the fly wouldn't be a bad idea at all—it would just take slightly more time while the fruit is being sliced, which wouldn't really affect the game.

A bigger issue is that the program has two display routines set up—one to display a 16x16 rotating sprite, and one to display a 16x8 static sprite (which handles sliced fruit as well as combo messages and the big X that appears when a fruit is dropped). Fruit sliced at an arbitrary angle would be a static 16x16 sprite which would mean another display routine.

Though now that Axe has a Pt-And( routine, I can use it to speed up the game by almost 200%, which would give me a lot of room for new features...
Title: Re: Fruit Ninja
Post by: Matrefeytontias on February 16, 2013, 07:53:34 pm
Huh ? What can be the use of Pt-And here ?
Title: Re: Fruit Ninja
Post by: Spenceboy98 on February 16, 2013, 08:19:54 pm
Huh ? What can be the use of Pt-And here ?
To draw sprites? :P

What kind of new features, hmmm?
Title: Re: Fruit Ninja
Post by: leafy on February 16, 2013, 08:21:31 pm
Instead of drawing the sprites then using a DrawInv, you can now use Pt-And directly to draw white sprites.
Title: Re: Fruit Ninja
Post by: Deep Toaster on February 16, 2013, 08:38:10 pm
Exactly what leafy said. The sprites are white-on-black, so I currently use Pt-On( and DrawInv to draw the sprites.

That single DrawInv statement takes up almost half the time it takes to draw one frame.
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on March 07, 2013, 02:21:05 am
Best Fruit Ninja performance possible. Watch carefully:

(http://img.removedfromgame.com/imgs/fruitninja.gif)

Spoiler For "Click for explanation":
:trollface:

(http://img.removedfromgame.com/imgs/fruitninjaT.gif)(http://img.removedfromgame.com/imgs/fruitninjaH.gif)(http://img.removedfromgame.com/imgs/fruitninjaE1.gif)
(http://img.removedfromgame.com/imgs/fruitninjaG.gif)(http://img.removedfromgame.com/imgs/fruitninjaA.gif)(http://img.removedfromgame.com/imgs/fruitninjaM.gif)(http://img.removedfromgame.com/imgs/fruitninjaE2.gif)
Title: Re: Fruit Ninja
Post by: Stefan Bauwens on March 07, 2013, 02:44:30 am
/me lost :D
Title: Re: Fruit Ninja
Post by: Freyaday on March 07, 2013, 03:07:32 am
:P
Title: Re: Fruit Ninja
Post by: Sorunome on March 07, 2013, 07:53:50 pm
What have you done DJ_O

And why did I first read that the poster of that would be Stefan Bauwens? XD
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 10, 2013, 12:46:03 pm
You should make screenshots for me >.>
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on March 10, 2013, 01:20:26 pm
On a semi related note, I might have found a bug in Fruit Ninja, unless it was mentionned before: As long as you swipe the keyboard, no fruit will appear. ???
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 10, 2013, 02:19:33 pm
Yes, that's true, and it is unintentional (basically a bug), but it does discourage continuous random swiping.
Title: Re: Fruit Ninja
Post by: Sorunome on March 10, 2013, 04:18:34 pm
but you won't get any points if you continuusly swipe the keys to make it easier :P
Title: Re: Fruit Ninja
Post by: Deep Toaster on March 11, 2013, 08:17:28 pm
Yeah, exactly XD

I don't think I'll be coming back to this any time soon by the way.
Title: Re: Fruit Ninja
Post by: Sorunome on March 11, 2013, 08:51:36 pm
Does that mean you'll add sound soon? :D JK
That would be awesome thought :P
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on March 11, 2013, 10:20:38 pm
Yeah, exactly XD

I don't think I'll be coming back to this any time soon by the way.
What about contra? :P
Title: Re: Fruit Ninja
Post by: JacksonML on February 19, 2014, 09:25:53 pm
haha brought this to school, and my math teacher is fine with me playing games and coding and stuff during class so... yah. I was required to distribute the program to half of my class haha. This is really good good job man!
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on February 20, 2014, 01:44:49 pm
Wow, you're lucky, but I hope he meant playing games when you are done with your homework and studying though, since that's the important part :P

I would probably not play Fruit Ninja in public, though, since the noise produced by my fingers on the keys would annoy people >.<
Title: Re: Fruit Ninja
Post by: nspireguy on February 20, 2014, 02:29:29 pm
someone needs to do this on the tuchpad nspires!!!
Title: Re: Fruit Ninja
Post by: Deep Toaster on June 07, 2014, 06:47:22 am
Does that mean you'll add sound soon? :D JK
Speaking of sound...

I submitted this game to an interactive media competition that isn't exactly calculator-game oriented, and they judged me on a few generic game quality factors.

In particular, there was a category for Audio, in which Fruit Ninja scored 4.3/5. For a silent game (unless you count clacking keys) ???
Title: Re: Fruit Ninja
Post by: Streetwalrus on June 07, 2014, 06:51:20 am
ROFL audio. XD Reminds me of DJ's video on it. :P
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on June 07, 2014, 11:10:25 am
Now that is hilarious XD. I guess they thought the sound came from calc speakers or something XD
Title: Re: Fruit Ninja
Post by: Streetwalrus on June 07, 2014, 02:51:46 pm
Actually, being silent is a quality too. According to moms at least. :P
Title: Re: Fruit Ninja
Post by: Princetonlion.tibd on June 08, 2014, 06:31:00 pm
I think the controls are sort of hard... I still don't get it after getting the game twice and rage-deleteing it(no offense) twice because I didn't get the controls...
Disclaimer: I know how they work, but can't get used to it

Title: Re: Fruit Ninja
Post by: Deep Toaster on June 08, 2014, 07:56:45 pm
The game registers one key at a time, so you should try using the tip of your finger to swipe. I've found that the tip of your index finger works better for people who have trouble with their thumbs.
Title: Re: Fruit Ninja
Post by: DJ Omnimaga on June 08, 2014, 10:44:06 pm
To be honest I never had any troubles playing this game. The only issue is doing so discretly, because the keys get quite noisy when swiping your finders over them.
Title: Re: Fruit Ninja
Post by: Princetonlion.tibd on June 09, 2014, 05:10:39 pm
Maybe it's just me.
Anyways, I'm retrying the game.