Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Matrefeytontias on December 22, 2014, 07:19:07 am

Title: [Axe] Axagon
Post by: Matrefeytontias on December 22, 2014, 07:19:07 am
Hi,

It's been a while since I last worked on an Axe project because school kept me busy and non-motivated, but since it's the holidays, I thought of getting back into it.

I'm not getting straight back into Worms (I will, later) because I wanted to do a quick little project before, and that had to be Hexagon. Note that I'll only do Hexagon, not Super Hexagon.

At the time of writing everything has been done except collisions and patterns after 3 hours worth of programming. The game runs smoothly at 6 MHz as always.

(https://img.ourl.ca/axagon1.gif)
Title: Re: [Axe] Axagon
Post by: Digital on December 22, 2014, 07:25:37 am
Looks pretty nice! im looking forwars to test it:)
Title: Re: [Axe] Axagon
Post by: Sorunome on December 22, 2014, 07:26:45 am
Wow this is awesome ^.^
Title: Re: [Axe] Axagon
Post by: Matrefeytontias on December 22, 2014, 07:30:44 am
Yeah, for now it's fine, but I'm worried about what the speed will look like with many obstacles, as the screen can be pretty cluttered with filled polygons in the original game :/
Title: Re: [Axe] Axagon
Post by: Matrefeytontias on December 23, 2014, 06:31:19 am
Alright, now that complex patterns are nicely supported and easy to add at will, the only things left are collisions and a proper menu !

(https://img.ourl.ca/axagon2.gif)
Title: Re: [Axe] Axagon
Post by: Digital on December 23, 2014, 06:43:12 am
WOW this looks cool! but you shoud add a teacher key;)
Title: Re: [Axe] Axagon
Post by: Keoni29 on December 23, 2014, 07:36:46 am
I volunteer for beta testing :3
Title: Re: [Axe] Axagon
Post by: Sorunome on December 23, 2014, 07:49:29 am
Also, score keeping :P

It's looking awesome! :D
Title: Re: [Axe] Axagon
Post by: chickendude on December 23, 2014, 07:57:43 am
This looks great! As soon as i saw you had another project i was sure i had to check it out :D
Title: Re: [Axe] Axagon
Post by: Matrefeytontias on December 23, 2014, 06:41:04 pm
Thanks everybody !

Digital: there is a teacher key, it's [clear], I just don't need to demonstrate it (I do it in the screenshot anyway though :P)

Keoni29: well, there's little need for beta-testing as any bug would totally break the game, making it obvious :P Besides, I'll soon release a complete version of the game. I told you guys it was a quick project :P I'm probably going to poke Terry Cavanagh about it before posting it though.

Sorunome: score is kept, but not displayed because I'm thinking about the fastest way to do it. I'll probably use sprites that are aligned to 8 pixels for digits, that way hardly any time is wasted in the display (displaying decimal numbers is bleh, as you know).

chickendude: glad to see I didn't deceive you ;D
Title: Re: [Axe] Axagon
Post by: bb010g on December 24, 2014, 12:35:58 am
Note that I'll only do Hexagon, not Super Hexagon.
What's the difference?
Title: Re: [Axe] Axagon
Post by: chickendude on December 24, 2014, 03:06:54 am
Aligned sprites are definitely the way to go. Using TI's text routines (_vPutS) will kill the speed.
Title: Re: [Axe] Axagon
Post by: Matrefeytontias on December 24, 2014, 03:12:07 am
Note that I'll only do Hexagon, not Super Hexagon.
What's the difference?
Hexagon is the flash game Terry Cavanagh made first in one day, eventually leading to him making Super Hexagon. The level 1 of Super Hexagon is actually Hexagon.
Title: Re: [Axe] Axagon
Post by: Matrefeytontias on December 30, 2014, 09:43:19 pm
More news ! Collisions are implemented, next is scoring. Aaand I actually want to bring it a little further afterwards, so we'll see about that when the time comes :3 (I also have to do a titlescreen first).
Title: Re: [Axe] Axagon
Post by: Matrefeytontias on January 01, 2015, 07:59:28 am
Bump :

(https://img.ourl.ca/axagon3.gif)

Need I say more ? :P
Title: Re: [Axe] Axagon
Post by: pimathbrainiac on January 01, 2015, 08:03:59 am
oh yeah! Can't wait for the release!
Title: Re: [Axe] Axagon
Post by: Eiyeron on January 02, 2015, 10:25:34 am
Yeah : "I forgot to put the level part name (point, line, triangle; etc...)" ;p
Title: Re: [Axe] Axagon
Post by: Matrefeytontias on January 02, 2015, 11:02:45 am
I didn't forget shit :P I call that "not doing everything at once". Also, I don't want to use the TI-OS's text functions as they always slow everything down.
Title: Re: [Axe] Axagon
Post by: Eiyeron on January 02, 2015, 11:18:52 am
Use the text axiom or bitmaps so! :p
Title: Re: [Axe] Axagon
Post by: TIfanx1999 on January 02, 2015, 06:05:50 pm
Not sure why, but the second screen shot you posted (with the white background) looks a lot better to me. It just seems easier to see things for some reason.
Title: Re: [Axe] Axagon
Post by: chickendude on January 07, 2015, 07:00:23 pm
Wow, really impressive as always matref! What's left to do? Looks ready for a release to me :)
Title: Re: [Axe] Axagon
Post by: Matrefeytontias on January 08, 2015, 04:58:17 am
Thanks :) what's left is pretty much just add more pentagonal and square patterns, finish the two last difficulties (45s and 60s) and add highscore saving and a menu.
Title: Re: [Axe] Axagon
Post by: Matrefeytontias on January 24, 2015, 02:40:22 pm
Release time !

So instead of talking to describe it, I'll just post it and you try it :P beware that I ended up adding a bunch of things I initially didn't plan. Also, you still get a screenshot of the new title screen.

(https://img.ourl.ca/axagon4.gif)

Here you go for now, while it gets approved at ticalc : http://www.mirari.fr/PJ06

EDIT : actual gameplay :

(https://img.ourl.ca/axagon5.gif)
Title: Re: [Axe] Axagon
Post by: Sorunome on January 24, 2015, 02:53:27 pm
Wow this is looking awesome O.O :thumbsup:
Title: Re: [Axe] Axagon
Post by: chickendude on January 24, 2015, 08:58:13 pm
It's great! Hard, but great! And just for you i cleared some space out on my 83+ to play it in full 6MHz glory :D
Title: Re: [Axe] Axagon
Post by: Matrefeytontias on January 25, 2015, 03:02:52 am
Way to go :D glad you like it !
Title: Re: [Axe] Axagon
Post by: Omegaxis213 on January 28, 2015, 11:29:49 pm
I found a bug in your game when you hold the second key the game starts glitching a little bit
Title: Re: [Axe] Axagon
Post by: Matrefeytontias on January 29, 2015, 04:05:10 am
It's not a bug, it's a dev command that I forgot to remove. I'll fix that eventually.
Title: Re: [Axe] Axagon
Post by: Sorunome on January 30, 2015, 08:57:20 am
Wait....you actually use dev commands? O.O
Title: Re: [Axe] Axagon
Post by: Matrefeytontias on January 30, 2015, 11:53:56 am
By "dev command", I really just mean buttons that I can press to make things happen faster :P for instance, if you press 2nd it spawns the specific pattern which adds an edge, and alpha does the same with the specific pattern that subtracts an edge.
Title: Re: [Axe] Axagon
Post by: Sorunome on January 30, 2015, 12:27:13 pm
Yeah the thing is that i always hard-code that stuff and then just remove it, i know that that takes up quite some re-compiling :P