Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: MGOS on February 24, 2013, 08:19:57 am

Title: [Axe] Temple Run 2D
Post by: MGOS on February 24, 2013, 08:19:57 am
----> Latest update  (http://ourl.ca/18410/367354)<----


A game which was requested a lot lately. I've seen some attempts on making it in 3D (http://ourl.ca/16928), but I figured it could be done in 2D to simplify things a lot.

Here is what I got working at the moment:

Planned features:

I probably won't add other "terrains" and obstacles, because the result in looks wouldn't justify the efforts. Also I'm not a big fan of the "shop" so I think I'll leave that probably out too (for now!).

You hold the calc across with the keypad on the right, so you can benefit of the high size / portrait screen. You play either with the arrow keys (up/down: steer; right: jump) or with the respective keys on the num pad (7/8: steer left; 5/6: jump; 1/2: steer left). Holding the keys will make the guy move to the sides (like tilting the device on the original game) and klicking short at the corners will make the guy turn (like swiping on the screen in the original game).

Feel free to try out the game, criticize and suggest features. It is still in an early stage, this is the first playable version.
Title: Re: [Axe] Temple Run 2D
Post by: TIfanx1999 on February 24, 2013, 08:31:01 am
Hey, this looks pretty damn cool. I never thought about a top down implementation, but it looks really nice! :)
Title: Re: [Axe] Temple Run 2D
Post by: pimathbrainiac on February 24, 2013, 10:19:29 am
epic. just epic.

Why is the path not centered in the screenie? Just wondering...
Title: Re: [Axe] Temple Run 2D
Post by: Hayleia on February 24, 2013, 11:54:48 am
This is a good idea to make it in 2D to speed it up :)
Something I wonder though: is that greyscale or blur that I see ?
Title: Re: [Axe] Temple Run 2D
Post by: leafy on February 24, 2013, 12:49:30 pm
Wow, this is absolutely fantastic! One quick thing - when he jumps, you should make the sprite increase then decrease in size; it'd make the game feel a lot better.
Title: Re: [Axe] Temple Run 2D
Post by: MGOS on February 24, 2013, 04:29:47 pm
the size change of the player sprite is something what I thought about too. It wouldn't be hard, I might need some nicer sprites though.
The path isn't centered because I wanted to show the score and stuff on the right. I could center it, but it slows down the game a lot when you don't cut the sides. So I thought it might be better to have more space on one side instead of only little space on both. I might change that though.
Title: Re: [Axe] Temple Run 2D
Post by: Sorunome on February 24, 2013, 04:32:49 pm
Looking nice, i might try it out! I like that you need to tilt the calc for it :D
Title: Re: [Axe] Temple Run 2D
Post by: DJ Omnimaga on February 25, 2013, 12:37:38 am
Looks very nice, but I think that those who are hardcore side-scrolling platformer fans might find it easier to hold the calc normally :P
Title: Re: [Axe] Temple Run 2D
Post by: MGOS on February 25, 2013, 12:51:44 am
haha that might be the case :) but for this game I thaught it is better like that.

I also made a Tetris game a few months ago with that orientation. Once in our algebra lesson the teacher came in and asked why everyone is holding their calcs the wrong way :P
Title: Re: [Axe] Temple Run 2D
Post by: DJ Omnimaga on February 25, 2013, 12:54:43 am
My only issue with holding the calc sideways is if you use Alkaline batteries they are much heavier so the calc tends to tilt towards that side when playing :P (as I could notice when trying Guitar Hero a few years ago and when I tried to make a Mario game that way)
Title: Re: [Axe] Temple Run 2D
Post by: TIfanx1999 on February 25, 2013, 03:34:27 am
I'm not too sure about that screen orientation either. It seems like it might be a bit akward to play. I'll have to give it a try and let you know what i think. :)
Title: Re: [Axe] Temple Run 2D
Post by: Matrefeytontias on February 25, 2013, 07:38:34 am
Looks nice :D

MGOS, did you plan to add transitions when passing the corners ?

And Art_of_camelot, beware the double-posting :P
Title: Re: [Axe] Temple Run 2D
Post by: TIfanx1999 on February 25, 2013, 08:07:38 am
Yea, I posted it from my phone. It derps sometimes and double posts. Fixed now. :)
Title: Re: [Axe] Temple Run 2D
Post by: MGOS on February 25, 2013, 11:33:30 am
@Matref No, I probably won't add transitions for now because it is quite difficult to turn the map (and the sprites) with an angle witch isn't a multiple of 90°. You could "cheat" and display a presaved image of a corner rotated by 45° - that might be a possible way to get it done without enormous calculation stuff.

@AoC holding the calc that way is a bit strange at first, but you get used to that quite fast. When you hold it in your hands, do it like it was the keyboard of a large sized smartphone with your right thumb on the num pad, the left thumb lays on the left of the screen. When the calc is on the table it should cause any problems I guess :)
Title: Re: [Axe] Temple Run 2D
Post by: DJ Omnimaga on February 25, 2013, 04:02:58 pm
I was thinking about the transition idea but yeah I was concerned about a drastic drop in framerate when the image rotates. Of course you could always pre-save every corner but it depends how much freedom does the engine give. If for example, you can turn around anywhere on the map then pre-saving might not be possible.
Title: Re: [Axe] Temple Run 2D
Post by: MGOS on March 15, 2013, 01:54:12 pm
It had been a while, but here is an update:
Added:

Changed:

Implemented but not enabled/working correctly yet:

Planned features:
Title: Re: [Axe] Temple Run 2D
Post by: Streetwalrus on March 15, 2013, 02:29:50 pm
It's pretty cool but I'm having a hard time with the controls. It's nice that they'll be configurable.
Title: Re: [Axe] Temple Run 2D
Post by: MGOS on March 15, 2013, 02:36:33 pm
It's pretty cool but I'm having a hard time with the controls. It's nice that they'll be configurable.

Actually, the way it is now is the most comfortable configuration my friends said. It works best when the calc is lying on the table and you use your index to go left, the middle finger to jump and the fourth finger to go right.
Title: Re: [Axe] Temple Run 2D
Post by: Streetwalrus on March 15, 2013, 02:39:06 pm
Oh right. :P I was holding it in my two hands.
Title: Re: [Axe] Temple Run 2D
Post by: Phero on March 15, 2013, 03:51:26 pm
Looks nice. I like the animations.
Title: Re: [Axe] Temple Run 2D
Post by: Matrefeytontias on March 16, 2013, 07:00:20 am
Whoa, sexy screenshot :D

Can you jump above the holes already ? I don't see you doing it. And btw, will the game go fast enough to be really hard to play ?
Title: Re: [Axe] Temple Run 2D
Post by: MGOS on March 16, 2013, 11:07:45 am
Can you jump above the holes already ? I don't see you doing it. And btw, will the game go fast enough to be really hard to play ?

You can, and it is shown twice in the screeny. And you can also jump above the broken parts of the path, but it is a bit more difficult.
And yes, the game gets quite hard when at around 800 meters - and full speed is reached at 1250 meters, nobody got that far though :P (and it is harder on wabbit because of the different keys)
Why not try it out yourself?
I might slow the speed increase down a bit. Now there are 5 levels, every 250 meters, it goes up one, but I smoothened it using just the right pauses each frame.
Title: Re: [Axe] Temple Run 2D
Post by: Matrefeytontias on March 16, 2013, 12:04:42 pm
Oh no I meant above the broken road, sorry x)

And yeah, I'll try it right now :)
Title: Re: [Axe] Temple Run 2D
Post by: Sorunome on March 16, 2013, 07:08:51 pm
Looking nice!
Now make a smoother turning animation :P
Title: Re: [Axe] Temple Run 2D
Post by: MGOS on November 14, 2013, 11:14:32 am
HOLY NECRO BATMAN UPDATE POST   :hyper:

What you probably expected me to say is something like: "I didn't have enough time to finish it because of school/work". But to be honest that would be a lie. I just lost some interest in the programming the calc and rather moved over to micro controllers and other stuff. I wasn't much active on omnimaga, only once a week or so I checked for new stuff. And when I later thought of finishing this game, I was worried to forgot how everything worked after such a long break and would have needed a lot of hours to reread myself into the code - which had grown to about 8 kb - and couldn't brace myself up to work on it again. But since the new semester started my friends have been bugging me over and over again about finishing this game. So I "sacrificed" half a weekend and did it :) - that was a few weeks ago and I still tweaked it a bit - and yesterday I saw the new Axe update - I also had plans for porting one of my early PC games to calc (you can expect something) so I thought: "I have to post this update here now or I probably won't do that ever."
</private stuff>

So what's new:

Try it out on a real calc - feel free to rate & criticize and post your highscores - getting more than 6000 is already really good :)

Screenshots:
(http://www.mirari.fr/5bth)  (http://www.mirari.fr/fOm7)  (http://www.mirari.fr/mPIV)
The run indicator is disabled on calc



Download:
Title: Re: [Axe] Temple Run 2D
Post by: Matrefeytontias on November 14, 2013, 12:44:34 pm
Looks amazing :D I must admit I forgot about this project although I was following it :P
Title: Re: [Axe] Temple Run 2D
Post by: Sorunome on November 14, 2013, 03:34:01 pm
Same, i forgot about it, but i must say, this is looking awesome, great job!
Title: Re: [Axe] Temple Run 2D
Post by: Streetwalrus on November 14, 2013, 04:20:41 pm
Yup I third this. :thumbsup:
Title: Re: [Axe] Temple Run 2D
Post by: AssemblyBandit on November 14, 2013, 10:42:47 pm
That is awesome! Good job on finishing a previous project, I know its definitely hard sometimes.
Title: Re: [Axe] Temple Run 2D
Post by: DJ Omnimaga on November 14, 2013, 11:09:46 pm
Wow it's nice to see this finished. :D I remember seeing this back then and I was amazed. Glad you gained some interest again to finish it. I remember losing interest in July 2010, but finally regained it in late 2012 after the color calc was announced.

When I have some time, I'll give this a try on my calc.
Title: Re: [Axe] Temple Run 2D
Post by: TheCoder1998 on December 22, 2013, 01:58:09 pm
wow this is so awesome!
I love the way you can play it while holding your calc sideways!