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Offline Sorunome

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Re: [Axe] Flappy Bird clone
« Reply #15 on: August 17, 2014, 10:17:18 pm »
That is looking sweatsweet!
Is it 15MHz?

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Offline DJ Omnimaga

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Re: [Axe] Flappy Bird clone
« Reply #16 on: August 17, 2014, 11:57:39 pm »
Actually no offense to any Flappy Bird calc remake authors, but unless they use grayscale or 3D, I would hope that their games is at least 6 MHz, considering Supersonic Ball still runs at 13-15 FPS at 6 MHz even with parallax scrolling and collision detection. :P



Of course most calc Flappy Bird games are good, but I mean it's possible to get monochrome Axe games with minimal physics and simple collision to run fast enough on a regular 83+
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Offline Princetonlion.tibd

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Re: [Axe] Flappy Bird clone
« Reply #17 on: August 17, 2014, 11:59:18 pm »
supersonic ball makes me dizzy at points :P

and it's fast on 6mhz, like you said

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Re: [Axe] Flappy Bird clone
« Reply #18 on: August 18, 2014, 12:05:52 am »
Well that isn't much an issue on a real calc due to lack of backlight, although I can understand that the game is a bit intensive on an emulator used on a computer screen that has a backlight. :P
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Offline Hayleia

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Re: [Axe] Flappy Bird clone
« Reply #19 on: August 18, 2014, 01:47:57 am »
Actually no offense to any Flappy Bird calc remake authors, but unless they use grayscale or 3D, I would hope that their games is at least 6 MHz, considering Supersonic Ball still runs at 13-15 FPS at 6 MHz even with parallax scrolling and collision detection. :P
Mine use grayscale and is 6MHz :P
It doesn't have parallax scrolling though, simply because I thought it was already blurry enough :P
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Re: [Axe] Flappy Bird clone
« Reply #20 on: August 18, 2014, 02:35:43 am »
Actually I checked Supersonic Ball source code and it's 20 FPS, not 15. The timer is set to update every 20 loop iteration. But yeah scrolling grayscale is hard to get to look good at 6 MHz so I assume it's not surprising to see most of those games being 15 MHz-only.
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Re: [Axe] Flappy Bird clone
« Reply #21 on: August 18, 2014, 08:52:00 am »
Hhmm, 6MHz is quite powerful I have to admit, most of my screenshots of HBE are on 6 MHZ and yet the game is still smooth and great (grayscales and all the bell and whistle). Yet I would like to see a a great clone with great graphics, like scrolloing menus and all the eyecandies. 6 MHz should be enough to give neatos to eyes, jut look at that:
 

Offline JWinslow23

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Re: [Axe] Flappy Bird clone
« Reply #22 on: August 19, 2014, 12:53:14 am »
My Flappy remake was 3 level grayscale, had parallax, highscore saving, real-ish-like acceleration physics, and a darn nice 8x8 bird sprite if I do say so myself. :P

It runs fast enough on 6MHz.
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Re: [Axe] Flappy Bird clone
« Reply #23 on: August 19, 2014, 03:09:23 am »
Well 3 level grayscale and parallax is really easy to do, just make the background grey and the foreground black :P
But mine was 4 level grayscale so parallax is a bit harder :P

Plus, no need to brag about "real-ish acceleration physics", they all have it :P
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Re: [Axe] Flappy Bird clone
« Reply #24 on: August 19, 2014, 10:09:02 am »
That whole thing was a joke. (except for "It runs pretty well on 6MHz" :P) I tried to make it sound a bit more hardcore than it really was. Stupid idea, I know.
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Re: [Axe] Flappy Bird clone
« Reply #25 on: August 19, 2014, 12:07:38 pm »
What about a 6 MHz 3D Flappy Bird clone? O.O
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Offline Princetonlion.tibd

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Re: [Axe] Flappy Bird clone
« Reply #26 on: August 19, 2014, 01:15:17 pm »
3d O.O

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Re: [Axe] Flappy Bird clone
« Reply #27 on: August 20, 2014, 11:37:50 am »
We were talking about the bird in Clrdraw's version.
Oh, I see...  ::) That was strange to me !

And nice slimy smily, I like the way it frowns when it hits the pipes
Thank you. (He then has no reason to smile anymore.)

That is looking sweat sweet!Is it 15MHz?
No, it runs at 6 MHz. I only own a 83+  :P

Actually no offense to any Flappy Bird calc remake authors, but unless they use grayscale or 3D, I would hope that their games is at least 6 MHz, considering Supersonic Ball still runs at 13-15 FPS at 6 MHz even with parallax scrolling and collision detection.

Of course most calc Flappy Bird games are good, but I mean it's possible to get monochrome Axe games with minimal physics and simple collision to run fast enough on a regular 83+
I am totally agree with you. There's no point in making small minigames like this one (without 3D/grayscale/animations/etc.) if they require 15 MHz to run correctly !
I'm french, that's the reason why my English can be a bit approximate.

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Re: [Axe] Flappy Bird clone
« Reply #28 on: August 20, 2014, 11:43:31 am »
Yeah the thing is that many Axe coders don't realize that the 83+ exists so they'll not bother optimizing if they feel their games run fast enough on their 15 MHz calc. Sometimes, even more optimizing can be done to get the game to run much faster. I noticed a similar problem with BASIC games. Of course, in the case of Flappy Bird or any other platform game with collision detection, optimizing is much harder, though, if you don't have much experience.
In case you are wondering where I went, I left Omni back in 2015 to form CodeWalrus due to various reasons explained back then, but I stopped calc dev in 2016 and am now mostly active on the CW Discord server at https://discord.gg/cuZcfcF



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Offline Zemmargorp

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Re: [Axe] Flappy Bird clone
« Reply #29 on: August 20, 2014, 01:12:27 pm »
For short, you mean some beginners think the "Full" command exists to make games faster instead of optimizing them... Argh ! *Thinks to bytes not saved, extra battery/CPU use, incompatibility with TI-83+...* x.x
I know, its use is to make games faster but... if they can be optimized instead...  :/
I'm french, that's the reason why my English can be a bit approximate.