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Topics - nxtboy III

Pages: [1] 2
1
Hey,
I created an iOS military shooter game! I have been working on it for the past 6 months (since about last november)! Please tell me your thoughts :)

Gameplay video:


App Store link: https://itunes.apple.com/us/app/armed-combat-fast-paced-military/id977517992?ls=1&mt=8

Thanks

2
hey guys what's up, long time no see :D

so what I have been doing lately is creating an iOS 2D military shooter game called Armed Combat.

here is the most recent video:



any thoughts/suggestions would be appreciated! :)

thanks,
nxtboyIII

3
Introduce Yourself! / Hai <3
« on: February 17, 2014, 12:32:52 am »
Hey babes sup :3

4
Minecraft Discussion / Some blender minecraft things I made...
« on: January 29, 2013, 11:40:38 pm »
CREDIT TO: http://www.minecraftforum.net/topic/9581-minecraft-blender-rig-–-show-off-your-skins-in-style/

He's watching...

5
Hi everybody!
I am making a new NXT game called Angry Blockheads!
Thanks to Builderboy, this game is possible. He helped with the physics (he helped A LOT).

You are a Lego Minifig head. Your goal is to smash a tower made of Lego bricks. Each time you smash a tower you get money (not added yet). You want revenge on those Lego bricks for, well, being Lego bricks. :P
You launch the Lego head at a certain angle and power, and try to destroy the tower. If you get all the blocks (and the player) below the line, you win!
Now with improved graphics, scrolling, and more!
Here's a screenie: (Sorry the screenie is flashing, it is the screen recorder's fault. On the actual NXT it doesn't flash and it looks perfect)


Credits:

Physics- Builderboy
Main Programming- nxtboyIII



Any ideas/suggestions? Just reply! :D

Thanks, and have a nice day,
nxtboy III

6
Computer Projects and Ideas / [NXT] Physics help needed!
« on: September 29, 2012, 02:39:51 pm »
Hi,
I am making a little physics "engine" for my NXT Robot.
So far I have a lot of things covered, like gravity, velocity, bouncing, etc.
Except the problem is, is that when 2 objects collide, a lot of times they seem to get stuck together, so it takes a large velocity to break that bond. Also, if the player collides with another object from the top (Player on top, object on bottom), it seems to stop moving (It doesnt even bounce, and it should), but its Y velocity is still very low, even though it should be at 0.
BTW, This program was made possible by BuilderBoy (Thanks :D).

Here's my code:
Code: [Select]
//Made by NXT with major physics help from BuilderBoy

#define LEFT_OF_SCREEN_X 0
#define RIGHT_OF_SCREEN_X 99
#define TOP_OF_SCREEN_Y 63
#define BOTTOM_OF_SCREEN_Y 0
#define SCREEN_WIDTH 100
#define SCREEN_HEIGHT 64

#define TOTAL_OBJECTS 5

#define BOUNCE (0.5)
#define GRAVITY -0.2
#define FRICTION 0.3


//define the object
struct object
{
 float X;
 float Y;
 int width;
 int height;
 float mass;
 float velX;
 float velY;
 //Displaying stuff
 byte DRAW_OPT;
};

object box[TOTAL_OBJECTS];

bool Collide(object ob1, object ob2)
{
   if(((trunc(ob1.X) + ob1.width + 1) >= ob2.X) && (trunc(ob1.X) <= (trunc(ob2.X) + ob2.width + 1)) &&
      ((trunc(ob1.Y) + ob1.height + 1) >= trunc(ob2.Y)) && (trunc(ob1.Y) <= (trunc(ob2.Y) + ob2.height + 1)))
   {
      return(true);
   }

   return(false);
}

float muldiv(float _input, float _interval)
{
 _input = floor(_input * _interval);
 return(_input / _interval);
}


task main()
{
 bool collided;
 //Setting variables for boxes
 for(int c=0; c < TOTAL_OBJECTS; c++)
 {
  box[c].X = (40) + Random(5);
  box[c].Y = Random(40);
  box[c].width = Random(6) + 2;
  box[c].height = Random(5) + 2;
  box[c].velX = Random(3) - 1;
  box[c].velY = Random(2) - 1;
  box[c].mass = Random(4) + 1;
 }
 while(1)
 {
  collided = 0;
  for(int c=0; c < TOTAL_OBJECTS; c++)
  {
   for(int d=0; d < TOTAL_OBJECTS; d++)
   {
    if(d != c)
    {
     if(Collide(box[c],box[d]))
     {
      box[c].X = (40) + Random(5);
      box[c].Y = Random(40);
      collided = 1;
     }
    }
   }
  }
  if(collided == 0)
   break;
 }
 float backupBoxX;
 float backupBoxY;
 float backupBoxX2;
 float backupBoxY2;
 float backupVelX;
 float backupVelY;
 float backupVelX2;
 float backupVelY2;
 box[0].DRAW_OPT = DRAW_OPT_FILL_SHAPE | DRAW_OPT_LOGICAL_XOR;
 box[0].mass = 3;
 while(true)
 {
  SetDisplayFlags(DISPLAY_REFRESH_DISABLED);
  ClearScreen();
  if(ButtonPressed(BTNCENTER,0))
  {
   box[0].velY += 0.6;
  }
  else if(ButtonPressed(BTNEXIT,0))
  {
   box[0].velY -= 0.6;
  }
  if(ButtonPressed(BTNRIGHT,0))
  {
   box[0].velX += 0.6;
  }
  if(ButtonPressed(BTNLEFT,0))
  {
   box[0].velX -= 0.6;
  }
  //Processing for each box and displaying
  for(int c=0; c < TOTAL_OBJECTS; c++)
  {
   //Backs up X and Y Coordinates for collision
   backupBoxX = box[c].X;
   backupBoxY = box[c].Y;
   //Calculating X and Y Coordinates
   box[c].velY += GRAVITY;
   backupVelY2 = box[c].velY;
   backupVelX2 = box[c].velX;
   box[c].X += box[c].velX;
   box[c].Y += box[c].velY;
   //Collisions with walls of screen
   if(box[c].Y <= BOTTOM_OF_SCREEN_Y) //Collide with bottom of screen
   {
    box[c].Y = backupBoxY;
    if(abs(box[c].velX) < FRICTION)
    {
     box[c].velX = 0;
    }
    else if(box[c].velX < 0)
    {
     box[c].velX += FRICTION;
    }
    else
    {
     box[c].velX -= FRICTION;
    }
    box[c].velY = -box[c].velY*BOUNCE;
   }
   if(box[c].Y + box[c].height >= TOP_OF_SCREEN_Y) //Collide with bottom of screen
   {
    box[c].Y = backupBoxY;
    box[c].velY = -box[c].velY*BOUNCE;
   }
   if(box[c].X <= LEFT_OF_SCREEN_X) //Collide with left of screen
   {
    box[c].X = backupBoxX;
    box[c].velX = -box[c].velX*BOUNCE;
   }
   if(box[c].X + box[c].width >= RIGHT_OF_SCREEN_X) //Collide with right of screen
   {
    box[c].X = backupBoxX;
    box[c].velX = -box[c].velX*BOUNCE;
   }
   //Collisions with other objects
   for(int d=0; d < TOTAL_OBJECTS; d++)
   {
    if(d != c)
    {
     if(Collide(box[c],box[d]))
     {
      box[c].X = backupBoxX;
      backupVelY = box[c].velY;
      backupVelX = box[c].velX;
      if(Collide(box[c],box[d]))
      {
       //Collision on Y axis
       box[c].Y = backupBoxY;
       box[c].velX = backupVelX2;
       box[c].velY = backupVelY2;
       //V1 = (C*M2*(V2-V1)+M1*V1+M2*V2)/(M1+M2)
       box[c].velY = (BOUNCE*box[d].mass*(box[d].velY - backupVelY) + box[c].mass*backupVelY + box[d].mass*box[d].velY)/(box[c].mass+box[d].mass);
       box[d].velY = (BOUNCE*box[c].mass*(backupVelY - box[d].velY) + box[d].mass*box[d].velY + box[c].mass*backupVelY)/(box[d].mass+box[c].mass);
      }
      else
      {
       //Collision on X axis
       box[c].velX = backupVelX2;
       box[c].velY = backupVelY2;
       box[c].Y = backupBoxY;
       box[c].velX = (BOUNCE*box[d].mass*(box[d].velX - backupVelX) + box[c].mass*backupVelX + box[d].mass*box[d].velX)/(box[c].mass+box[d].mass);
       box[d].velX = (BOUNCE*box[c].mass*(backupVelX - box[d].velX) + box[d].mass*box[d].velX + box[c].mass*backupVelX)/(box[d].mass+box[c].mass);
      }
     }
    }
   }
   RectOut(trunc(box[c].X),trunc(box[c].Y),box[c].width,box[c].height,box[c].DRAW_OPT);
  }
  SetDisplayFlags(DISPLAY_REFRESH | DISPLAY_ON);
  Wait(17); //Waits 17ms to refresh the screen
 }
}

And also, in the video the player is the black box.
And here's a video:

7
Minecraft Discussion / My new Minecraft Server- DungeonCraft
« on: August 07, 2012, 06:24:18 pm »
I made a new minecraft bukkit server. It has 2 pvp arenas, factions, and a good admin :angel:!
The ip is:

dungeoncraftmc.servegame.com

Join now!

8
Minecraft Discussion / Cracked Minecraft Hunger Games Server!
« on: June 15, 2012, 12:46:52 am »
Hi guys,
I have a new bukkit Minecraft server, and the theme is Hunger Games!
It is a hamachi server, and I was wondering who is interested.
If there are enough people, then this will be AWESOME.
It is also cracked, so those of you with cracked minecraft can play.

Thanks, and please come!
nxtboy III

9
Computer Usage and Setup Help / Is this a good gaming computer?
« on: April 30, 2012, 07:26:02 pm »
Hi,
I was wondering if this: http://www.newegg.com/Product/Product.aspx?Item=N82E16883229285  computer will be able to play games like crysis 2 on all high settings (at 1024x768 resolution). Also can it play other modern games on all high?

Thanks, and have a nice day,
nxtboy III

10
Art / Title/Death screen, anybody?
« on: April 11, 2012, 03:51:34 am »
Hi,

I was wondering if somebody could make me a death screen for when my player dies on my game.
It will show a box being hit by spikes (player has fallen into them) and the box will have a hurt expression. Also the spikes should be stained with blood and you could have the player bleeding a bunch.  >:D

Specs:

-96x64, or 100x64
-4 level grayscale

Thanks, and have a nice day,
nxtboy III

11
Hi,
Could someone make a program for me that displays the screen and 2 times before, all in 33% opacity? It would refresh every *blank*(You can choose) milliseconds. That way I could have stuff for my NXT look grayscale.
Would it really be that hard? Could somebody?

Thanks, and have a nice day,
nxtboy III

12
Hi,
I was wondering if everyone could list off some limitations of platformers that use pxl-test for collision (I mean pixel-perfect collision, no tiles). That is what I am doing, and I want to know what is bad about it.

Here's some:
-Enemies cannot move off the screen or they will have no collision
-Takes up more storage than using tiles

Could everybody tell me more? And if possible, a solution to it?

13
General Calculator Help / Some scrolling grayscale issues...
« on: March 13, 2012, 08:45:45 am »
Hi,
I have a game that is in 4-level grayscale. It also scrolls.
Here is some very super simple pseudo:

Code: [Select]
Game loop:
-Calculates stuff, moves character, etc
-Displays everything and uses stuff similar to pxl-test for collision, it draws the next frame out of 3 for 4-lvl grayscale
End game loop

So in my game, when the character moves right (map scrolls left), the grayscale looks really bad, because it is scrolling to the left. However, when it scrolls to the right (player moves left), the grayscale looks fine. How can I fix this?

I am using this routine for grayscale (example of light gray):

100
010
001

010
001
100

001
100
010

Thanks, and have a nice day,
nxtboy III

14
General Calculator Help / Rotation- How does it work??
« on: March 12, 2012, 05:15:24 pm »
Hi,

If I had a polygon with a set of points, and I wanted to rotate the polygon from the center, how would I do that?
What sort of equation would I use?
Let X represent the X axis of a point and Y represent the y axis of a point on the polygon.
Also pretend it would be rotating around point (50,50).

Thanks, and have a nice day,
nxtboy III

15
Art / Need some level pictures
« on: March 10, 2012, 09:10:17 am »
Hi,
I need some levels for my game. To make one all you have to do is post a picture of a level (Max size is around 500x200, minimum size is 100x64). Remember this is for a game with movement and stuff like chattahippie's The Slime. Also this game is pixel-perfect and the character is a 3x3 square. So here are the requirements:

-All monochrome except last picture is 4-lvl grayscale
-3 pictures: 1st showing only black where there will be solid in the game, 2nd picture showing black only where death pixels* are, and 3rd picture (This one is 4-lvl grayscale) shows what you will actually see in the game. The first 2 are not visible but are needed for game pixel-testing purposes
-In the post tell me what the coordinates are where the player will be spawned at, like (5,10) or something (Point (0,0) is at the very bottom left corner)


*Death pixels make you die when touched

I also posted an example.
EXAMPLE: Player coordinates: (32, 61)
**NOTE: The example doesn't have any death pixels*, so I skipped the 2nd picture. Just add it in to yours.

Also the bottom 3 pictures is a level turiqwalrus made.

EDIT: The character can jump around 12-14 pixels high.
Thanks, and have a nice day,
nxtboy III

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