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Messages - TheMachine02

Pages: 1 ... 30 31 [32]
466
TI Z80 / Re: Nemesis-raycasting
« on: May 31, 2012, 12:25:14 pm »
Ok ... I think Vector images are not a good idea   :angel:

Otherwise, I did a little routine that allows animations, using pt-mask, various spirits, data (location on the screen, n° display of a spirits), and a background image (maybe with a scrolling if necessary ...)  :thumbsup:

I will soon start a small trailer of my game (what do you think about this???) ??? ??? ??? ???

Thank !!  :thumbsup:

467
TI Z80 / Re: Nemesis-raycasting
« on: May 31, 2012, 04:02:50 am »

Thank you very much  !!!   :thumbsup:

And I think to put animation in demo with vectoriel picture....    ;D

What do you think about this ?  ???

468
TI Z80 / Re: [Contest] Day_09
« on: May 31, 2012, 04:00:18 am »
Congratulations and good luck!    :D

469
TI Z80 / Re: Nemesis-raycasting
« on: May 31, 2012, 03:58:03 am »
and here is! a routine for scaling the spirite of the size I want!! (8 * x, y) ;D ;D
the only problem I have is that the routine is quite slowwwwwwwwwwwwwwww ...  :banghead:
I will put the source code when I get home ...

The demo is coming!!  8)

470
TI Z80 / Re: Nemesis-raycasting
« on: May 25, 2012, 10:15:27 am »
Here is the program a showing a character (NEM1), the ray casting engine (PP96) and the project of artificial intelligence (IA3)
I've had good results. Point sometimes freezes, but it's not too serious.    ._.
 You must make a map as pic9.  :hyper: :hyper:
If nothing appears, change the Y, X, A, B at the beginning of the program   XD

NOTE: THERE MAY BE A BUG WITH AI (I tested, but not much)
BACK UP YOUR DATA BEFORE USING 

 :w00t: :w00t: :w00t: :w00t: :w00t:

471
Miscellaneous / Re: Need help to choose something
« on: May 25, 2012, 10:05:29 am »
I think 2 is the best for a geek, but they are all pretty !! ;D

472
Fruit Ninja / Re: Fruit Ninja
« 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

473
TI Z80 / Re: Nemesis-raycasting
« on: May 24, 2012, 11:51:02 am »

16*16 spirite scaling routine for do a great boss and beautiful treasure

the only problem I encounter is to show the boss with a variable height walls: I think I'll put the boss in a room simple square   :angel:

474
TI Z80 / Re: Nemesis-raycasting
« on: May 24, 2012, 11:41:02 am »
I'm just working on a playable demo so I'll post you when I had finished

Feature:
Character animation ..... in progress    >:(
Cool menus ....... almost done    ;)
3d    >B)
find the treasure    ^-^
Boss ...... with animations (and everything in 3d) ;D
Save game  ....done (and  very funny)

475
TI Z80 / Re: Nemesis-raycasting
« on: May 24, 2012, 11:19:39 am »
Thank you.
I think I find a way to do a limited and quick AI
So, I will try this and I wil tell you if it's work.  :)

Also a picture showing the possibilities of my engine

Better on calc !!!

476
TI Z80 / Re: Nemesis-raycasting
« on: May 24, 2012, 03:25:45 am »

 Ok. Thank you !!

The raycasting isn't so complicated.
I had good results with my ray casting engine, although there is no textures (which is not that bad).  ;D
I think I will reduce the quality to increase speed: the whole is to find a good arrangement  :P

Otherwise I start to create an artificial intelligence (it's just a point following a other point) and I do not see too how to make the point that moves avoids the walls

Here the code

.IA
20->C->D->X->Y
New()

Repeat getkey(15)
X-C<<0?-1->I,1->I  // -1 is the signe
Y-D<<0?-1->J,1->J  //same
Y-D=0?0->J
X-C=0?0->I
X-C//32+I->S
Y-D//32+J->T
!If pxl-test(C+S,D+T
C+S->C
D+T->D
End
pxl-on(C,D
pxl-on(X,Y
If C=X*(D=Y
New()
End
Disgraph
Pause 300
Clrdraw
End
Return

Lbl New
rand^20+3->A
!If rand^2-1
-A->A   // the signe
End
rand^20+3->B
!If rand^2-1
-B->B  //same as follow
End
!If pxl-test(X+A,Y-B
A+X<64*(A+X>0)?X+A->X
B+Y<64*(B+Y>0)?B+Y->Y
Else
Goto New
End

Basically, this code just create a point, which is the objective of the other point

(here it stops when it hits a wall, and I want that the point continues to try to reach the other point ...)
Thank for help!  :thumbsup:

477
TI Z80 / Re: Nemesis
« on: May 23, 2012, 12:10:59 pm »
Ok......  I will try this  :thumbsup:

I also forgot to say that the walls have a variable height and you're done making the program a little more complicated
Here, I have a variable height from the top, but not the bottom ....
And I did not succeeded to put the two together ... :'(

Furthermore, and this time the game, I'll try to put a program on the site to show you a costume of a character team.

Errrr ...... :w00t:
I can't find the link to post a program

478
TI Z80 / Re: Nemesis
« on: May 22, 2012, 01:12:06 pm »
the DDA system is way for me to determine the intersections of walls with the ray
On my engine, precision and speed are decreased    :banghead:
because of a detection system (so that I would like to change)  :)

On your tutorial (which I knew), I did not understand how you did to determine the first point of intersection with the map
 ;D

479
TI Z80 / Re: Nemesis
« on: May 22, 2012, 12:21:22 pm »

 no screenshoot sorry  :-\

I need help with the DDA system: I'm not sure to have very well understood
  :w00t: :w00t:

480
TI Z80 / Nemesis- a new axe 3d rpg
« on: May 22, 2012, 10:04:06 am »
Bonjour je suis nouveau sur le site et j'essaie de créer un nouveau rpg en 3d avec un moteur raycasting.
Les menus sont quasiment terminés.
J'aimerai de l'aide pour le moteur raycasting

voici le code source

Hello I am new to the site and I try to create a new RPG with 3D ray casting engine.
The menus are almost completed.
I'd like to help with the ray casting engine

here's the source code

. Full3d
[1111111111111111->GDB1  //test map
[1000000000000001
[1999100000000001
[1888100000000001
[1777400000000001
[1888101199100001
[1999101199100001
[1999101199100001
[1999100100100001
[1555100100110001
[1111100100010001
[1111111111111111

E0->S
E500->X->Y
Diagnosticoff
Repeat getkey(15)
Repeat getkey(0)
Pause 11
Disgraph'
End
Disgraph'Clrdraw''
getkey(2)-getkey(3)*8+S->S
sin()->Q
cos(S)->P
If getkey(4)+getkey(1)
If getkey(1)
-P->P   // negative symbole (not operator)
-Q->Q   //  the same
End
!If Check(X+P,Y-Q)->U*(U<4)
X+P->P
Y-Q->Q
End
End
E3->A
cos(-45)->L  // negative symbole
S+45->S
While -S+45  //operator
cos(Z)->I
sin(Z)->J
E0->C-32->G  //oper.
X->P
Y->Q
EF->K
Ray()
A+2->A
cos(-48)->L  //operator
Z-2->Z
End
End
Return

Lbl Check
nib{/256*156+{°r1+1}+(GDB1*2)}
Return

Lbl Draw
!If H-r2-G->r2<<0
Rect(A,G+32,2,r2,r1)
End
Return

Lbl Ray
P+I->P
Q-J->Q
If Check(P,Q)->§*(K>=§)
180/(L*C/256+8)->H*§/5->W
G+H>256?-H->G  // negative signe
If Check(P,Q+J)->V+§-2*V
Draw(L6,V*H/5
End
V-§?Draw(L3,W),Draw(L6,W
Return!If §->K-1
G+r2->G
End
ReturnIf C++>50
Goto Ray

Need optimization
(6 MHz)

->  is sto symbole

§  is theta


Pages: 1 ... 30 31 [32]