Author Topic: Fruit Ninja  (Read 104885 times)

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Offline Deep Toaster

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Re: Fruit Ninja
« Reply #75 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.
« Last Edit: February 24, 2012, 08:21:53 pm by Deep Thought »




Offline Jonius7

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Re: Fruit Ninja
« Reply #76 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.
« Last Edit: February 25, 2012, 05:23:45 am by Jonius7 »
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Offline Deep Toaster

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Re: Fruit Ninja
« Reply #77 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.
« Last Edit: February 25, 2012, 12:50:34 pm by Deep Thought »




Offline kindermoumoute

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Re: Fruit Ninja
« Reply #78 on: February 25, 2012, 01:08:06 pm »
That's look pretty nice. I download it now. :)
« Last Edit: February 25, 2012, 01:08:58 pm by kindermoumoute »
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Offline Jonius7

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Re: Fruit Ninja
« Reply #79 on: February 28, 2012, 09:07:23 pm »
I am loving the smooth graphics and framerate. Quite iphone stylish. And the combo text too.
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Offline Spenceboy98

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Re: Fruit Ninja
« Reply #80 on: February 28, 2012, 10:01:30 pm »
I can't find the new download link. Or the old ones. Where are they?
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Offline Jonius7

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Re: Fruit Ninja
« Reply #81 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.
« Last Edit: February 28, 2012, 10:10:24 pm by Jonius7 »
Programmed some CASIO Basic in the past
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Offline Spenceboy98

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Re: Fruit Ninja
« Reply #82 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.
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Offline Deep Toaster

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Re: Fruit Ninja
« Reply #83 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 :)




Offline Jonius7

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Re: Fruit Ninja
« Reply #84 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! ;)
Programmed some CASIO Basic in the past
DJ Omnimaga Music Discographist ;)
DJ Omnimaga Discography
My Own Music!
My Released Projects (Updated 2015/05/08)
TI-nspire BASIC
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Offline DJ Omnimaga

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Re: Fruit Ninja
« Reply #85 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
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Offline BalancedFury

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Re: Fruit Ninja
« Reply #86 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
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Offline Deep Toaster

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Re: Fruit Ninja
« Reply #87 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.)




Offline BalancedFury

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Re: Fruit Ninja
« Reply #88 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:
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Offline Deep Toaster

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Re: Fruit Ninja
« Reply #89 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), I draw a line.

Collision detection gets a bit more complicated, but that's the idea behind the "touchpad" :)