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Messages - calc84maniac

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2821
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 18, 2008, 11:03:30 pm »
Eh, I wasn't really planning on using the walls in F-Zero, I just wanted to do it 'cause it'd be cool...

Oh, by the way, I've been thinking about a faster way to do the Mode 7 rendering, and I think I'll be able to shave off about 100 clock cycles per pair of pixels... that's about 150,000 clock cycles per frame! Though, I'll have to add a bit of overhead onto that to do some extra calculation outside of the pixel loop... but I think it'll be worth it.

2822
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 17, 2008, 12:37:37 pm »
Seriously, if this works the way I think it should, the engine could turn into the equivalent of a variable-height raycaster with floor textures, with even more flexibility.

2823
Project M (Super Mario) / Re: Progress of "M"
« on: November 17, 2008, 12:34:19 am »
It's flawed because I made it up just now. :P

2824
Project M (Super Mario) / Re: Progress of "M"
« on: November 17, 2008, 12:19:05 am »
nah, cause people post loads on youtube all the time. i dont think thespam engine is singling you out.
But, see, they have posted loads, so they are exempt from the spam engine (theoretically).

2825
Project M (Super Mario) / Re: Progress of "M"
« on: November 17, 2008, 12:12:11 am »
I replied on my video a couple of days ago and it hasn't shown up, but DJ_Omnimaga posted more recently and it showed it. I think it's just because I've only posted one comment before, though it was a long time ago. This is probably to reduce spam.

2826
Project M (Super Mario) / Re: Progress of "M"
« on: November 16, 2008, 11:55:27 pm »
Speaking of Youtube, none of the comments I post are showing up... is this because I'm a new member and they have to be approved?

2827
Project M (Super Mario) / Re: Progress of "M"
« on: November 16, 2008, 11:49:49 pm »
variable heights, eh? does this mean vertical levels?
Yep, vertical levels should be possible. :)

Oh, by the way, I'm going to predict this topic will become as much of a monster as Spencer's Zelda topic. :D

2828
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 15, 2008, 06:17:05 am »
Actually, last night I came up with an idea that could possibly utilize the raycaster routine to find walls too... I'll make some pseudocode in Basic while I'm gone today and see how it does.

2829
Project M (Super Mario) / Re: Progress of "M"
« on: November 12, 2008, 11:27:11 pm »
are you also making ice hills which you slide down when you hold down?
Actually, I was planning on being able to slide down any hills. And ice hills should be easy to make once I've made normal ones.

2830
Project M (Super Mario) / Re: Progress of "M"
« on: November 12, 2008, 09:26:07 pm »
Well, I've added ice tiles since the last update (extra slide :D) and I'm working on hills. Those are definitely the hardest thing so far.

2831
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 12, 2008, 07:06:09 pm »
will is be possible to have any sort of pseudo 3d walls?
Well... that's a bit more in raycaster territory. I wouldn't say it's impossible, though...

2832
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 12, 2008, 07:35:34 am »
Well... the engine is currently designed for 32x32 maps. For another thing, 64x64 maps would take up 4KB, which is a bit much.

2833
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 11, 2008, 05:28:31 pm »
wow this is awesome, does it slows down a lot with lot of sprites on the screen so far? This could be the first finished Mode 7 game for the TI-83+ series. Since levels seems quite small (32x32) do you think a level editor (with the levels stored into appvars) could be possible if there is enough space left when the entire game is finished?
Well, I actually haven't tried it with more than one sprite, nor have I set up an object system yet. A level editor might be possible, but we'll have to see. :P

2834
F-Zero 83+ / F-Zero Screenshots
« on: November 11, 2008, 09:04:22 am »
Here is a compilation of all the screenshots from the beginning of production (ripped unmercifully from the OTBP thread):

Infinite checkerboard! Very buggy, as you can see:

Less buggy checkerboard:

Finally reading from a 4x4 tilemap:

Reading from an 8x8 tilemap, decreased quality at this point to increase speed:

Reading from a 16x16 tilemap with much better textures:

Reading from 32x32 tilemap (final size), introduced "diagonal" tiles:

Demonstration of displaying a sprite in the world:

Rotating and moving sprite:

GRAYSCALE!

Multiple ships, changeable ship/camera height:

Acceleration, collisions:

Artificial intelligence with steering/acceleration:

Artificial intelligence that follows the track:

Splitscreen:

A better view:

32x32 has been redacted as final size, replaced by 64x64:

More flexible splitscreen, lap counter:

Turning sprites, larger render area at a small quality cost:

2835
F-Zero 83+ / F-Zero Progress Thread
« on: November 11, 2008, 09:02:35 am »
I am making an F-Zero game (which happens to be, unless I am misinformed, the first "real" 3D racing game for the 83+).

The engine basically just takes a 32x32 tilemap and draws it in a "3D view". More recently, I added a sprite routine and a routine to find where an object should be drawn in this 3D world. It draws one of 3 sprites depending on how far away it is. Right now, I have only drawn a sprite from the back of the ship, so it looks a bit strange without rotation.

Anyway, the latest screenshot shows all of this:


I am planning to implement a scaled sprite routine instead of the normal one so the ship can be drawn at any size, if there's enough speed left over.

Also, I think this will be a 2-page app, because the levels take up so much space (1KB each) and it's much more convenient for the user: I doubt you'll need any RAM free to play this game unless it's to use a high score Appvar.

I'm also planning link play. ;)

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