Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI-Nspire => Topic started by: fb39ca4 on June 18, 2011, 12:59:40 pm
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I have finally decided on what I am going to do for the contest. First, I was going to finish up indestructotank. Then, I changed my mind to a mode 7 racing game. Finally I've settled on a zombie first person shooter game. It will use a wolfenstein style raycasting engine, so just square blocks for walls that are all the same height (I would make it fancier, but it would get too slow). If you've ever played Nazi zombies, it will be somewhat similar to that, surviving rounds of zombies that spawn in the map, while being able to upgrade your weapon and possibly unlock new areas. Of course, being myself, I may change my mind again.
EDIT: First screenshot of the raycasting engine!
http://i.imgur.com/OYEwA.png
My fixed point multiplly and divide are really failing right now :P
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Wow, sounds great! I look forward to it.
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DON'T CHANGE YOUR MIND I WOULD LOVE THIS. ^^
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Screw fixed point. :mad:
I actually have something I can show now ;D
I still need to figure out why I can't display anything below the height of those two black lines you can see, though, and I also get a lot of graphical glitches. Right now, the raycasting engine is running at a full 320x240 resolution, I am most likely going to have to only raycast every other column of the screen for the final product due to speed issues, though, and I will take away some vertical resolution for the HUD. Next on my agenda is fixing those problems I mentioned above, then adding textures, then I can actually add zombies!
EDIT: New screenshot, I fixed the not drawing to the whole screen issue, and I changed up the color scheme.
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wow sweet. Those screenies are great!
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I want download link!!!1!!! Does it support moving around yet?
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He can't provide the link because its his contest entry. You will have to wait a bit :)
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He can't provide the link because its his contest entry. You will have to wait a bit :)
I think it is the reason why he wants the link :p
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That. Is. Incredible!
I can't wait until it comes out!
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He can't provide the link because its his contest entry. You will have to wait a bit :)
I think it is the reason why he wants the link :p
^ Less competition, eh?
Screw fixed point. :mad:
I actually have something I can show now ;D
I still need to figure out why I can't display anything below the height of those two black lines you can see, though, and I also get a lot of graphical glitches. Right now, the raycasting engine is running at a full 320x240 resolution, I am most likely going to have to only raycast every other column of the screen for the final product due to speed issues, though, and I will take away some vertical resolution for the HUD. Next on my agenda is fixing those problems I mentioned above, then adding textures, then I can actually add zombies!
EDIT: New screenshot, I fixed the not drawing to the whole screen issue, and I changed up the color scheme.
Looking amazing already. Looking forward to what you'll have by August 15th! :D
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I just realized, this is still running at 90mhz, or whatever the default clock speed is in OS 2.0.1. So if I must, I can always overclock to 150mhz, but I'm going to try not to necessitate that.
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Update: I added render fog, along with limiting the distance the ray can be cast, so that maps which do not have a full border along the edge do not cause the engine to cast rays forever and freeze. (now that I think about it, it will just cast rays into other areas of the calc's memory, and that will look weird.) Personally, I think the fog looks ugly, especially because the color borders "move" with the camera, but it may not look as bad on actual hardware, or with textures.
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If you look at old games the fog looks like that anyways. I think it looks awesome - maybe add a floor, with a bit of texturing along the walls? I'd still make zombies the first priority though - and guns >:)
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If you look at old games the fog looks like that anyways. I think it looks awesome - maybe add a floor, with a bit of texturing along the walls? I'd still make zombies the first priority though - and guns >:)
Right now, I am just trying to get the raycasting working fully, I still get graphical glitches. I will definitely include wall textures, though I don't know about the floor, as stuff has to be calculated per-pixel instead of per column. I can have a solid color floor that is a different color from the ceiling/sky quite easily though.
Oh, and I just realized the calc crashes when I exit the program, so I have to fix that, or people are going to be very annoyed when they go play my game, the calc crashes, and all the work in their unsaved document is lost.
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Or people are going to be very annoyed when they go play my game, the calc crashes, and all the work in their unsaved document is lost.
Obviously, you have to save the document before switch to another document. So nothing will be lost, except time to reboot.
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Still, I wouldn't find it acceptable for a program I use to crash my calc, and I'm sure points would be deducted if it happened in the final version.
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How's this going?
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I was out of state last week and I haven't done anything since I got back. I was actually going to start working on it again after I check out the new posts on omni.
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I was out of state last week and I haven't done anything since I got back. I was actually going to start working on it again after I check out the new posts on omni.
If you're still participating, please go here (http://ourl.ca/12277) and tell us that you will, so we know how many entries there'll be.
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I am still making progress on this, I am trying to fix those graphical glitches I had earlier, but it isn't really working:
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Yay, I fixed those issues, it turns out I had mixed up some variable names. :banghead:
I'm going to add textures tonight.
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Textures didn't quite work out, but I did almost get sprites working. The problem is, they move up and down when I turn the camera :P
EDIT: I fixed that, it turns out I had a typo so the onscreen x coordinate of the sprite was being used for both the x and the y coordinates when I actually went and drew the sprite. Also, sprite clipping used to not work, if a sprite went partially off the top or left edge of the screen, it used to start drawing from the upper left corner, instead of from the middle like it should. But that is now fixed.
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Here's multiple sprites!
I still need to get a proper z buffer system though Z buffering is too slow when a sprite is right in front of you, so I'm going to have to sort the sprites back to front, the only reason those were drawn correctly was that they happened to be drawn back to front because of the order they were defined in.
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Nice Toxic ^^
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Are you using NCaster as a base?
Looking good so far, but don't forget you have to work quick to get enemies, otherwise it's just a raycasting engine ;)
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I'm using this tutorial (http://lodev.org/cgtutor/raycasting.html) as a base, adding optimization and improvements as I need. Now that I have multiple sprites, I just need to give them velocity vectors and update the position accordingly, and then the AI will periodically update the vectors, and spawn new zombies. Shooting will be a simple hitscan that is calculated when the sprites are rendered.
EDIT: Moving sprites is working!
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Shotgun! :w00t:
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Oh my god that is awesome!
Is this for ndless?
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Yes. Oh, and don't pay attention to the garbled area on the bottom of the screen. It was like that when the screenbuffer got allocated, and I haven't drawn over it, it is going to be where the HUD is.
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fantastic! where are you getting your gun sprites from?
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I found the shotgun sprite on the internet, the creator said anyone was free to use it as long as he gets credit for it.
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Shotgun graphics amazing :o
Looking awesome! Good luck.
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What are your opinions on the controls? Right now (for clickpad) I have:
Up/Down arrow: Move forward and back
Left/Right arrow: Turn
Tab+L/R arrow: Strafe
Esc: Shoot
Home: Reload
Also, if you own a touchpad calculator, could you suggest to me some controls?
EDIT: The gun firing animation is working, and I'm going to work on the hitscan system next.
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Enemies can now be shot and killed, though I have to refine the damage system a bit. I do need some help with the sprites for the zombies, though. If you are interested, let me know. I will give you credit ;)
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Amazing! This is probably the first original FPS for Ndless. Maybe do something different than zombies, a lot of FPS'es have zombies. Of course if there's a different twist that would work too. Just the thought of a raycasting FPS from scratch on nSpire is great alone.
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Amazing! This is probably the first original FPS for Ndless. Maybe do something different than zombies, a lot of FPS'es have zombies. Of course if there's a different twist that would work too. Just the thought of a raycasting FPS from scratch on nSpire is great alone.
Why not keep it as it is and shoot fractals? :D
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Amazing! This is probably the first original FPS for Ndless. Maybe do something different than zombies, a lot of FPS'es have zombies. Of course if there's a different twist that would work too. Just the thought of a raycasting FPS from scratch on nSpire is great alone.
Well, I chose zombies because you don't really need a story, you can just start blasting them away, the level design can be simple, and the AI is easy to code due to the intelligence of zombies and the fact they have no weapons.
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Amazing! This is probably the first original FPS for Ndless. Maybe do something different than zombies, a lot of FPS'es have zombies. Of course if there's a different twist that would work too. Just the thought of a raycasting FPS from scratch on nSpire is great alone.
Well, I chose zombies because you don't really need a story, you can just start blasting them away, the level design can be simple, and the AI is easy to code due to the intelligence of zombies and the fact they have no weapons.
It would be cool if they could handle weapons like DOOM.
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It would be but I don't think I would have enough time to do that before the contest starts. Oh, and speaking of DOOM, I found some DOOM-style zombie sprites.
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Good news, I fixed the crashing problems I was having. BMPtoC, which I used to convert sprites, for some reason put static in front of all the arrays it made, by removing that and replacing it with const, the game no longer crashes.
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Here's an HUD mockup:
It's pretty simple, but I didn't have much time and I have had no previous experience in making one :P
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Well, I like it. Easy to read. And that ammo grid looks great :D
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Well, I like it. Easy to read. And that ammo grid looks great :D
I like it too, the contest ends today, the HUD is still gonna be included? I hope so :)
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I just got the ammo grid working last night, along with automatic reloading, and I made a macro to display an arbitrary amount of health on the health bar. It seems I forgot about space for the score, I'll just display that along the top now.
The macro I used for the ammo boxes was quite something, It draws a rectangle of the color provided at box n
drawAmmoBox(n, color) drawRectFilled(backBuf, 272 + 12 * ((n) & 3), 194 + 14 * (((n) & 4) >> 2), 10, 12, color)
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Can anyone give me feedback on these controls?
Clickpad:
Forward-up
Backward-down
Turn Left-left
Turn Right-right
Strafe-tab+left or right
Shoot-Esc
Reload-home
Touchpad:
Forward-8
Back-5
Turn Left -4
Turn Right-6
Strafe Left-7
Strafe Right-9
Shoot-Ctrl
Reload-Caps
These controls are actually active at both times, so one could use the number keys for moving on the clickpad if they wanted :P
In other news, I have decided to call this game nZombie.
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I wasn't able to get the game finished before the contest entry. However, I am going to try to port this to prizm and enter it in the next contest >:D
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Good luck :) You have 1 month to do so.
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Too bad you couldn't make it, I was really wanting to try this when I woke up. Welll, make sure you finish it someday :D
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Suggestion: Put all progress in by editing first post. I HATE digging to find releases.