Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: squidgetx on September 22, 2010, 03:48:15 pm

Title: Axe Cuberunner
Post by: squidgetx on September 22, 2010, 03:48:15 pm
My next project will be a psuedo-port of the itouch game, Cuberunner!
For those of you that don't know it, it's a simple game where you attempt to navigate through a course full of cubes, without hitting any of them.

Attached is a screenie of my current progress as well as the nostub exectuable. The current version is in (almost) full 3d. The square size and position is done with 3d math. However, they are only squares lol as opposed to cubes. I am probably going to keep them as only squares anyway, and will also probably move to scaled sprites as well for speed purposes.

Currently there is no collision detection and the 3d is a little glitchy, but that can be fixed ;)
Title: Re: Axe Cuberunner
Post by: souvik1997 on September 22, 2010, 04:00:27 pm
Wow, that looks awesome! I can't wait to get this game :)
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 22, 2010, 04:04:14 pm
WOW that looks great! Please do not make the framerate too high, though (right now it should be fine), because with grayscale it might look crappy (scanlines). Can't wait to see more improvements in the future :)
Title: Re: Axe Cuberunner
Post by: ztrumpet on September 22, 2010, 04:49:42 pm
YES!  I saw the title and immediately clicked.  One of my favorite iTouch games is now coming to my calc.  Yea!

Good luck on it.  It looks nice so far. :D
Title: Re: Axe Cuberunner
Post by: SirCmpwn on September 22, 2010, 06:17:08 pm
Ooo, nice!
Title: Re: Axe Cuberunner
Post by: Builderboy on September 23, 2010, 01:07:45 am
It looks a bit fast?  If i remember correctly the version on the iPhone didn't start out nearly that fast.  Apart from that though, it looks awesome!
Title: Re: Axe Cuberunner
Post by: meishe91 on September 23, 2010, 01:20:42 am
Is Cuberunner basically the same as Cubefield (http://www.yoarcade.net/ability/cubefield_content.html)? It looks like it.

If it is then I was actually just thinking about seeing if someone would port it last night before I fell asleep :P

Looks great though, good luck :D
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 23, 2010, 01:53:44 am
Seems like so actually. I wonder if it would be easy to implement camera rotating when moving left/right? You would need to use different square tiles for each angle, though, and if there's a lot of math involved maybe it could slow it down a bit..
Title: Re: Axe Cuberunner
Post by: shmibs on September 23, 2010, 09:31:05 am
/\yeah, it would slow things down
right now im assuming that he's using rect( for drawing, which is fine for the front side of the cube, but to add in the skewed sides he would have to switch to line(

looks great so far, though!
Title: Re: Axe Cuberunner
Post by: mapar007 on September 23, 2010, 09:32:38 am
That's one (1) cookie for you, squidgetx. I might just break my (rather unintentional) calc game abstinence for this :P
Title: Re: Axe Cuberunner
Post by: squidgetx on September 23, 2010, 03:19:57 pm
Yes, it is currently much faster than the real version. This is because currently I'm only drawing the front of the cubes (with line( ) and also there is zero collision detection. Also there is only one cube per depth measurement, which will change later.

If you look carefully, the movement engine is a little messed up. What is happening is that I am rotating the camera to match the position of the ship's view. Meaning that you actually aren't moving at all. So I have to rework that part a bit.

Today I started experimenting with scaled sprites over legitimate 3d math. It runs a whole lot faster (like...a LOT) and even looks more 3d than before. The only problem would be that when I decide to draw the cubes' sides and tops it would be kind of weird (although I think i know how I could firgure that out...maybe.)
Title: Re: Axe Cuberunner
Post by: Builderboy on September 23, 2010, 03:52:44 pm
That looks great :D I still think the cubes need to go slower though :P And by slower, i dont mean a slower framerate, i mean the cubes move a smaller distance each frame
Title: Re: Axe Cuberunner
Post by: squidgetx on September 23, 2010, 03:53:59 pm
^oh yeah, that will be fixed. i'm going to be inflating the depth variable a bit later when I get the chance to work on it
Title: Re: Axe Cuberunner
Post by: Builderboy on September 23, 2010, 03:55:05 pm
Sounds great :D And i might point out that i think the cubes look fine as squares personally :)
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 23, 2010, 05:33:06 pm
This looks great. I agree with Builderboy. The transition between each spots where the cubes are should be smoother. Nice job so far!
Title: Re: Axe Cuberunner
Post by: squidgetx on September 23, 2010, 08:29:25 pm
major update:
-the depth field has tripled, making animation smoother and the 'cubes' more spread out.
-movement engine has been fixed.
-collision detection yay
-scoring
-i'm working on the non-randomly generated parts right now (like at the beginning and after you pass a "level")
the calc keeps crashing so hopefully I will get that ironed out.
-the game still needs a pause 100 to keep it remotely playable :)

No screenie right now because I'm just sitting here typing this update because I'm bored and waiting for 30 rock to start in about 2 minutes. maybe sometime tomorrow in the afternoon.
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 23, 2010, 09:05:55 pm
Cool update! Can't wait for screenshot :)
Title: Re: Axe Cuberunner
Post by: squidgetx on September 24, 2010, 03:56:37 pm
new update

depth scalar has been tripled again.
max depth has been raised from 10 to 15
there are now 3 blocks per row instead of 1

One screenie is the current dev version
The other is showing the beta release game that has been slowed down to make it playable. (8xp is CR01)
Title: Re: Axe Cuberunner
Post by: kindermoumoute on September 24, 2010, 04:07:20 pm
Good job, i like it!

EDIT : Just a simple idea: give a number of life either starting or recovered during the race, in order to destroy a cube when you move over (a bit like speedX3D for those who know)
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 24, 2010, 04:49:14 pm
THis is freaking epic. Nice job!
Title: Re: Axe Cuberunner
Post by: squidgetx on September 24, 2010, 08:22:07 pm
Kindermoumoute: do you mean, like having a set number of lives (instead of just dying instantly)?

I might look into that, but i'm not too sure...of course, with Axe it wouldn't be to hard to implement, but also in the original cuberunner there isn't anything like that. I'll think about it.

next up: mixed gray/black cubes, and acceleration/deceleration when moving
Title: Re: Axe Cuberunner
Post by: meishe91 on September 24, 2010, 08:25:44 pm
That looks really sweet! Great job on it. Does it speed up or get harder as you continue though? It just seems like you could just keep going in the screenshot.
Title: Re: Axe Cuberunner
Post by: ztrumpet on September 24, 2010, 09:30:46 pm
That is epic!  Excellent game!  I really like how it plays.  Wonderful job.  I can't wait to show one of my friends that originally showed my this on his iTouch! ;D
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 24, 2010, 10:43:23 pm
Btw judging by the 2nd screenshot speed, I wonder if the movement between frames could be made even smoother so gameplay looks even more smooth? Would it get too blurry?
Title: Re: Axe Cuberunner
Post by: _player1537 on September 24, 2010, 10:53:38 pm
I love that!  Have always loved that game on the ipod!  Can't wait to play in
Title: Re: Axe Cuberunner
Post by: Happybobjr on September 24, 2010, 10:57:03 pm
Uploading i like changing font size :P
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 24, 2010, 11:26:08 pm
Uploading i like changing font size :P
hmm what was that post for?
Title: Re: Axe Cuberunner
Post by: Michael_Lee on September 24, 2010, 11:29:42 pm
I like the screenshot!
Title: Re: Axe Cuberunner
Post by: squidgetx on September 25, 2010, 12:58:41 pm
@DJ:

Theoretically, i could increase the smoothness by increasing the depth scalar again (it is currently 9x the original lol) I don't know about blurryness. i'll check it out.
Title: Re: Axe Cuberunner
Post by: Happybobjr on September 25, 2010, 01:26:16 pm
Uploading i like changing font size :P
hmm what was that post for?

I was uploading "the game" to my calculator, witch took me about a half hour... (my pc hates ti-connect)
and i was testing how to change font sizes. (as i haven't done that sort of thing before.)
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 25, 2010, 02:03:03 pm
Uploading i like changing font size :P
hmm what was that post for?

I was uploading "the game" to my calculator, witch took me about a half hour... (my pc hates ti-connect)
and i was testing how to change font sizes. (as i haven't done that sort of thing before.)
Oh ok I see. I was worried because the post seemed kinda spammish :P
/me pokes squidgetx for another update ;D
Title: Re: Axe Cuberunner
Post by: Builderboy on September 25, 2010, 05:40:09 pm
I definetaly think the smoothness needs to be increased some more, its still like 3 times as fast as the iphone version (which does *not* start out very fast at all) but so far its looking excelent :)
Title: Re: Axe Cuberunner
Post by: squidgetx on September 25, 2010, 05:46:23 pm
update:

-grayscale cubes
-acceleration/deceleration when moving
-speed increase as you go on in the game

Grayscale doesn't look half as bad as I was expecting it to be, so I kept it. let me know what you guys think. make sure to view the screenie in firefox/opera, in chrome (and IE i think) it look s pretty awful

And yeah, I'll try to work on the smoothness some more
Title: Re: Axe Cuberunner
Post by: Builderboy on September 25, 2010, 05:48:22 pm
Looks amazing and very true to the original :D Are you going to have those parts where the cubes make a tunnel and stuff like that?
Title: Re: Axe Cuberunner
Post by: Happybobjr on September 25, 2010, 05:48:58 pm
I don't know if it was intentional, but you left out a download for it.
other than that, Looks great :D


nvm. you did it while i was writing :)
Title: Re: Axe Cuberunner
Post by: squidgetx on September 25, 2010, 05:53:48 pm
Yeah, I kept getting error messages because I was trying to upload a file with the same name as the old one (CR01) so then I clicked back, changed the name, but then it told me that I had already posted it. So I added the attachments one at a time lol

@Builderboy: yes, that will be the next part that I'm working on. It's probably going to be a little while before I get it done, because that's going to require messing around with the engine a little bit.

Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 25, 2010, 05:54:05 pm
Darn that's awesome! And what Builderboy suggests would be cool. Some levels with patterns would be nice (maybe an editor once the entire game is done?)
Title: Re: Axe Cuberunner
Post by: ztrumpet on September 25, 2010, 06:06:25 pm
That looks wonderful!  Nice job! ;D
Title: Re: Axe Cuberunner
Post by: Ranman on September 25, 2010, 07:46:20 pm
That looks wonderful!  Nice job! ;D
Ditto! Very nice!
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 25, 2010, 08:29:47 pm
I found a bug in the game: if you go right for about half a second or higher, afterward you can no longer turn left. You're stuck going in the right direction forever. TI-84 Plus OS 2.41

EDIT actually that happens with opposite directions as well
Title: Re: Axe Cuberunner
Post by: SirCmpwn on September 25, 2010, 10:39:30 pm
This may be too much to ask, but can you rotate the display when you turn?
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 25, 2010, 10:44:24 pm
Yeah I suggested that a few posts ago. It would be nice, even if it just means moving squares up/down, not real rotation. I am pretty sure this wouldn't be too hard, if the height at which the squares moves up/down depends of their X position on the screen.
Title: Re: Axe Cuberunner
Post by: SirCmpwn on September 25, 2010, 10:46:11 pm
Yeah, that's exactly what I was thinking.
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 25, 2010, 10:48:32 pm
I am not certain, but I think this is what SNES RPGs with a mode 7 world map use in some cases. I might be wrong, though. I will probably try Final Fantasy VI airship to see. In some cases, I even saw the top of the map rounded so it looks like the earth viewed from the space or close, but the map itself still looked flat. They simply added a sprite at the top or something to make the earth look round.
Title: Re: Axe Cuberunner
Post by: Deep Toaster on September 25, 2010, 11:49:49 pm
That looks pretty awesome, and pretty close to the original, too! Great job!
Title: Re: Axe Cuberunner
Post by: AngelFish on September 26, 2010, 02:17:10 am
It looks great!

But some sort of depth of field reference line, like an artificial horizon, might make the graphics slightly nicer at no real computational cost. The cubes spontaneously appearing on the empty horizon just looks a bit odd to me.
Title: Re: Axe Cuberunner
Post by: meishe91 on September 26, 2010, 02:24:47 am
That looks really sweet! Great job!
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 26, 2010, 04:01:48 am
It looks great!

But some sort of depth of field reference line, like an artificial horizon, might make the graphics slightly nicer at no real computational cost. The cubes spontaneously appearing on the empty horizon just looks a bit odd to me.
yeah I agree a line might be a good idea. Also I notice the squares won't reach the complete bottom of the screen. I wonder if this could be fixed, since Axe supports sprite clipping anyway?
Title: Re: Axe Cuberunner
Post by: squidgetx on September 26, 2010, 09:49:14 am
The extreme turning bug has to do with a weird way that I dealt with key detection. I'm pretty sure it happens when you are going at max speed and then press the other key at the same time. In order to get unstuck for now, just tap the directional key that you're turning in, and you'll slow down :P I have to fix that lol

The line I'll add probably once I get all the graphics fixed (I keep messing with the vanishing point location and depth field measurements and stuff)

The squares not reaching the bottom of the screen is a side effect of a temporary bugfix that involves randomly spawning squares everywhere along the bottom 16 pixels. i think it's because since the squares are moving so fast when they are that close to you, it just doesn't look right, so I just got rid of them. However, could be something wrong in the engine too.

Camera rotation will be probably later on my agenda, but I'll definitely try it out

I'll look into all of these and hopefull get them fixed :)
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 26, 2010, 01:33:28 pm
Aah ok I see, that's why I was getting stuck. It might be something to fix in future versions ^^

Good luck and keep up the good work! :)
Title: Re: Axe Cuberunner
Post by: Builderboy on September 26, 2010, 01:35:31 pm
Hope you can fix all of the bugs, progress is going great and i cant wait for the final version! :D
Title: Re: Axe Cuberunner
Post by: squidgetx on September 29, 2010, 04:06:39 pm
update!

new features:

4 shade gray (facilitating the creation of a 'sky' of sorts)
tunnels and other 'area separations' (watch the screenie all the way through 1000 to see all of them)

changes:

much much smoother  ;D
acceleration bug fixed, also much smoother than before

you may notice that there's no collision detection in the screenie, but that's just because I'm too lazy to actually skillfully play through all the way to 1000. Attached executable is a working game though
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 29, 2010, 04:08:02 pm
WOW that looks even better! I'm glad you added an horizon :D. You may want to use different Wabbitemu screenshot settings, though, so the grayscale looks better on emulator.

Can't wait to try it :O
Title: Re: Axe Cuberunner
Post by: jacques on September 29, 2010, 04:10:28 pm
Wow, that looks great !   :D
Title: Re: Axe Cuberunner
Post by: ztrumpet on September 29, 2010, 04:10:33 pm
Wow, nice!  * ZTrumpet place on his calc.

Edit: This is a lot of fun!  My high is 1541.  I really like it after 1000.  Wonderful game! ;D
Title: Re: Axe Cuberunner
Post by: squidgetx on September 29, 2010, 05:10:46 pm
fyi, I might have to take out the lightgray sky and replace with a simple horizon line in order to implement rotation when turning. Thoughts?
Title: Re: Axe Cuberunner
Post by: meishe91 on September 29, 2010, 05:41:34 pm
That looks really cool! Great job!

Unfortunately I can't download it because I keep getting 500 errors each time I click on the download link :(

Edit:
Finally got it to download now.
Title: Re: Axe Cuberunner
Post by: ztrumpet on September 29, 2010, 05:41:42 pm
I like the light grey a lot.  I vote that it stays. :)
Why would you have to remove it?
Title: Re: Axe Cuberunner
Post by: Builderboy on September 29, 2010, 05:53:19 pm
That looks outstanding!  Amazing work! :D
Title: Re: Axe Cuberunner
Post by: SirCmpwn on September 29, 2010, 06:02:39 pm
O_O
That is all.
Title: Re: Axe Cuberunner
Post by: Michael_Lee on September 29, 2010, 06:08:50 pm
That looks fantastic!
Title: Re: Axe Cuberunner
Post by: ztrumpet on September 29, 2010, 06:56:42 pm
This is so much fun!  I'm playing so much of this.  Excellent game! ;D

Edit: New high score: 2354
Why don't you make part of it playable look like what happens when you die and the score is over 1000; Black Horizon, White Cubes, and a Grey Floor/Ground?
Title: Re: Axe Cuberunner
Post by: shmibs on September 29, 2010, 08:54:39 pm
you should definitely try out camera rotation without the background gray just to see how it looks. however, im doubtful it could be any more awesome than it is now.
Title: Re: Axe Cuberunner
Post by: squidgetx on September 29, 2010, 10:50:39 pm
Lol ztrumpet, that is a bug I have noticed and removed. But yeah, now that you mention it, I'm not limited in anyway to the current color schemes so I'll probably put that in later :)

Camera rotation works. The problem is that it looks a bit odd when your horizon is at 0 degrees while all the cubes are slanted. Currently the lightgray area is drawn with RectI()r . I can't think of anyway to make it slant along with the camera rotating, since Rect() only supports....well, rectangles. I could do it easily with Line(), reducing the horizon to simply a light gray line or two instead of having a whole "sky."


I'll put up screenies tomorrow when I can to show what I mean, I just got back from swim practice and a bit tired ;)

Oh and for those of you who are playing, does it ever get boring/too easy? If so, at what score (general range is ok). Currently the difficulty never changes, so I need to start working on that. My best score is around 4000, but after around 2000 it gets kind of boring for me lol, but of course I don't know whether the fact that I made the game or not affects the interest/difficulty


oh and the new quick modify button is awesome and recognizable. props.
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 29, 2010, 11:08:08 pm
I don't mind if the gray is removed to add rotation. I know it would be extremly hard to implement rotating horizon with the gray filling the upper part of the screen. you would have to run a For( loop to fill the upper part of the back buffer with a Line command and I am sure it would slow things down quite a lot.
Title: Re: Axe Cuberunner
Post by: Deep Toaster on September 29, 2010, 11:41:04 pm
Cam rotation sounds awesome! Go ahead, replace the grayscale if you have to, because it sounds epic :D
Title: Re: Axe Cuberunner
Post by: SirCmpwn on September 29, 2010, 11:43:36 pm
Yeah, I don't mind if you remove the grayscale.  Also, I remember you saying earlier that you have a Pause in your loop?  If that is the case, you should change it to:
For(I,0,PutANumberHere
DispGraphrr
End
to make the gray less flickery.

Also, on the scripted runs, I was able to get outside of them.
Title: Re: Axe Cuberunner
Post by: Deep Toaster on September 29, 2010, 11:47:48 pm
Yeah, I don't mind if you remove the grayscale.  Also, I remember you saying earlier that you have a Pause in your loop?  If that is the case, you should change it to:
For(I,0,PutANumberHere
DispGraphrr
End
to make the gray less flickery.

Also, on the scripted runs, I was able to get outside of them.

Yeah, that's a good idea. I used something like that in my program, but instead it had a timer that updated the screen constantly but ran through everything else only once every few iterations. This seems a lot smaller ;D But would there be a problem with occasionally having longer pauses between DispGraphrrs while it updates everything else?
Title: Re: Axe Cuberunner
Post by: SirCmpwn on September 29, 2010, 11:51:34 pm
What do you mean?  I'm suggesting that he replace his Pause XXXX line with my code.
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 30, 2010, 12:10:30 am
Nice idea indeed. I did not try the game so I couldn't tell if it was flickery on-calc or not, but it's a good idea to take advantage of the fact you can run better GS if you were gonna use Pause to slow down the game anyway ;D

EDIT: If there's no pause in the code, I would recommend removing the gray. I tried the game and the gray seemed very flickery. :(
Title: Re: Axe Cuberunner
Post by: Deep Toaster on September 30, 2010, 11:42:37 am
Why does it seem sometimes that some programs that update DispGraphrr actually seem more flickery than ones that update it a bit less? Do we actually have to find the perfect timing?
Title: Re: Axe Cuberunner
Post by: squidgetx on September 30, 2010, 03:42:31 pm
I might change it later back to 3 color gray, but right now it's still 4 shade (although I don't use the light shade anywhere in v0.4) The gray is still pretty flickery  :-\

v0.4

New features: cam rotation :D and a new tunnel around 2000
Other changes: some bugfixes with the scripted runs. Pause line was taken out (for dev purposes, but never re-added. I don't think it was super necessary though)


Yeah, you are able to cheat a little and get out of the scripted runs. This is because I was lazy when punching in coordinates-I can make it tighter in the next version.
Title: Re: Axe Cuberunner
Post by: SirCmpwn on September 30, 2010, 05:09:47 pm
That is AWESOME!  Like really, really awesome!
Title: Re: Axe Cuberunner
Post by: meishe91 on September 30, 2010, 05:49:57 pm
Ya, that looks really cool! Great work :D
Title: Re: Axe Cuberunner
Post by: ztrumpet on September 30, 2010, 06:23:24 pm
O.o
This is epic!  I really like the new version! ;D
On v3:
I really liked this version. :)
I got up over 3000 twice, with my score averaging between 1000 and 1500.  I never thought I was boring. ;)

I think this needs to be only a three level greyscale game, as it flickers a lot.  It looks really, really cool though. ;D
Title: Re: Axe Cuberunner
Post by: Deep Toaster on September 30, 2010, 06:26:54 pm
Love the graphics! If you have time, maybe you could add a tilted square sprite (in both directions) that is displayed instead when the cam's rotated. Not needed, though, because it looks pretty awesome already :D
Title: Re: Axe Cuberunner
Post by: squidgetx on September 30, 2010, 06:30:30 pm
Love the graphics! If you have time, maybe you could add a tilted square sprite (in both directions) that is displayed instead when the cam's rotated. Not needed, though, because it looks pretty awesome already :D

you read my mind....look for that in the next version ;)
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 30, 2010, 06:31:38 pm
This is too awesome o.o

Btw, I forgot to check, but are each square sizes different sprites? I think you could ditch grayscale completly and spend that space on other square sprites if that's the case, that looks rotated a bit, and make the largest possible squares 6x6 or 7x7 max, so you can actually use rotated squares. When the screen rotated enough, it would show those instead of the regular ones. It would look even better. Seriously, though, this game is an easy ticalc.org feature, I am sure.

EDIT: Lol you ninja'd me, but yeah if you use 8x8 it migth be a bit hard to rotate the square
Title: Re: Axe Cuberunner
Post by: squidgetx on September 30, 2010, 06:33:19 pm
Well space wise....I have loads of it. I could just add rotated sprites. The game isn't even over 3kb yet ;D

Rotating the 8x8 might be an issue though...hmmm
Title: Re: Axe Cuberunner
Post by: Deep Toaster on September 30, 2010, 06:35:08 pm
Love the graphics! If you have time, maybe you could add a tilted square sprite (in both directions) that is displayed instead when the cam's rotated. Not needed, though, because it looks pretty awesome already :D

you read my mind....look for that in the next version ;)

:D Awesome!

I agree with DJ, though, you might want to make the largest square a bit smaller just so rotated versions would fit in an 8x8 sprite.
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 30, 2010, 06:47:35 pm
Well space wise....I have loads of it. I could just add rotated sprites. The game isn't even over 3kb yet ;D

Rotating the 8x8 might be an issue though...hmmm
Yeah this is why I think it might be best to ditch them and maybe use 7x7 max, otherwise you'll have to use 3 or 4 sprites just for each 8x8 rotated squares x.x
Title: Re: Axe Cuberunner
Post by: Deep Toaster on September 30, 2010, 06:48:35 pm
I think 7x7 is a reasonable size, because you can rotate them something like 30 degrees without having to extend beyond 8x8.
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on September 30, 2010, 11:32:02 pm
Yeah I checked in Photofiltre Studio, drawing squares quickly, and at 5x5 you can rotate 45°, 6x6 30° and 7x7 15°. At 7x7 it is hard to tell it is 15° instead of 20 or 25, though. It may not look too noticeable if it doesn't rotate enough.

EDIT: Btw I tried it and I definitively think monochrome should be fine. Also you inverted the rotating. When moving left/right it should rotate the other way around.
Title: Re: Axe Cuberunner
Post by: Madskillz on September 30, 2010, 11:47:50 pm
That is fantastic looking. I am really impressed. I never tried the first version, but I know I wont be waiting any longer. Keep it up you are wowing me right now
Title: Re: Axe Cuberunner
Post by: Ranman on September 30, 2010, 11:52:20 pm
Wow!
Title: Re: Axe Cuberunner
Post by: SirCmpwn on September 30, 2010, 11:53:03 pm
Other than the grayscale, this is great!  But I do strongly recommend losing the grayscale.
Title: Re: Axe Cuberunner
Post by: meishe91 on October 01, 2010, 12:24:08 am
Ya, this is looking great. I would say unless you can get the grayscale to look good just ditch it, it won't be a big deal :)
Title: Re: Axe Cuberunner
Post by: squidgetx on October 01, 2010, 07:20:37 am
Also you inverted the rotating. When moving left/right it should rotate the other way around.

Wow, can't believe I missed that :P Thanks
Title: Re: Axe Cuberunner
Post by: squidgetx on October 04, 2010, 04:23:56 pm
UPDATE v0.99
 ;D
yeah doublepostwhatever
Pretty much 1.0, just wanted to upload it to see if you guys find any bugs that I don't know about

New features:
titlescreen/highscore tracking
Cubes rotate (sort of) too!

Changes:
Rotation now works the correct way
Finally fixed a bug at its source that has been there since the first release. (involves randomly spawning cubes everywhere)
Fixed cubes-not-reaching-edge-of-screen bug
Back to 3 lvl gray. For a while I wanted it to be monochrome too, but I didn't really like the look. It's not too terribly flickery, and I like the variation it adds.
Optimized a bunch of random stuff
Restored the speed increase as you progress through the game (it was absent in 0.3)


Title: Re: Axe Cuberunner
Post by: ztrumpet on October 04, 2010, 04:44:42 pm
I really like this game.  Here are my two comments:
I think the score should increase by 1 instead of 2. :)
I also think that there needs to be a pause button; maybe mode or 2nd or enter. :)

Overall, nice game!  Do we get the source in the final version? ;D
Title: Re: Axe Cuberunner
Post by: squidgetx on October 04, 2010, 04:48:06 pm
Pause: sure
Score by 1: perhaps...but yeah, probably
Source in 1.0: yes :)
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 04, 2010, 04:59:03 pm
Nice!
However, I noticed something wrong with the horizon line (see screenshot): Its angle doesn't seems to be in sync with the squares. The horizon angle seems to always lag one frame behind, which makes half of the squares look like they're in the air when turning in the other direction.

Also do you think you could be able to have the squares have another rotated frame where they're rotated about 15° like in a picture I showed in an earlier post, for when the angle hasn't reached its maximum yet? It might make it look more realistic.

Nice job so far :)
Btw is that 83+ speed?
Title: Re: Axe Cuberunner
Post by: squidgetx on October 04, 2010, 05:05:00 pm
Horizon line glitch....hmmm. yeah fixable. just a program flow flaw :P

Another rotated frame....
Possibly...tbh putting in the single rotated frames was actually really annoying (this is why it took so long for this update :P)
but now that that part of the engine works adding a second set of frames shouldn't be too difficult.
By 15 degrees do you mean a less-rotated-than-the-current-rotated sprite?

This is 83+ speed 6MHz with a :Pause 100-(score/20) built into the loop ;D
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 04, 2010, 05:12:10 pm
Aaah ok :D. As for the pause, I wonder if it could be replaced by something like For(Z,0,100-(score/20)):DispGraphr:End ? You may have to modify the values a bit due to speed but maybe you could have the grayscale look even better that way, since you would take advantage of pauses where nothing happens just to update the grayscale instead.

And by 15° I indeed mean less rotated than the current rotated sprite. basically, halfway through both sprites.
Title: Re: Axe Cuberunner
Post by: squidgetx on October 04, 2010, 05:17:22 pm
yeah, sircmpwn suggested that earlier. I didn't feel like it helped a whole lot, but that was with the 4 lvl gray. I think someone said earlier (or in another thread) that the 4 lvl gray timing is weird or something.

I'll look into it. :)
Title: Re: Axe Cuberunner
Post by: meishe91 on October 04, 2010, 05:23:05 pm
That looks great :) Keep up the good work and good luck on implementing things.
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 04, 2010, 05:42:19 pm
yeah, sircmpwn suggested that earlier. I didn't feel like it helped a whole lot, but that was with the 4 lvl gray. I think someone said earlier (or in another thread) that the 4 lvl gray timing is weird or something.

I'll look into it. :)
Ah ok. Well, I hope it works out well. :)
Title: Re: Axe Cuberunner
Post by: ztrumpet on October 04, 2010, 06:47:25 pm
I suggest always keeping the number of DispGraphrs per iteration to be an odd number.  For example, look at the source to my Axe Snake.  The variable I use to control my For( loop is R. :)
Title: Re: Axe Cuberunner
Post by: Deep Toaster on October 04, 2010, 08:02:29 pm
This is looking awesome! Great job on it, especially the rotation!
Title: Re: Axe Cuberunner
Post by: Builderboy on October 04, 2010, 08:33:24 pm
This is indeed looking so so very epic!  ESPECIALLY the rotation :D thats something you don't see every day!
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 04, 2010, 08:40:02 pm
Btw I've been playing this for a while and it's addicting. I always go back into playing the game every few hours

EDIT: My highscore is 1134 btw ;D

EDIT: 1776 :D
Title: Re: Axe Cuberunner
Post by: squidgetx on October 05, 2010, 03:50:06 pm
I try. ;D

Well DJ, in the next update you'll have to divide all your scores by 2 since I took ztrumpet's suggestion and made the score increase by 1 per frame instead of 2 :P

I tried the alternate pause idiom, and the difference in the grayscale quality is negligible. I also went as far modifying the engine to use only L1 and using interrupts to try and get the gray better, with no luck :(

The gray is acceptable quality imo, especially since they are only squares. Just think of it as a dithered gray as opposed to a true gray :)

edit:
I suggest always keeping the number of DispGraphrs per iteration to be an odd number.  For example, look at the source to my Axe Snake.  The variable I use to control my For( loop is R. :)

There are actually 2 dispgraphr's per frame. It looks better this way :P I think (not sure though) that this is because since everything moves every frame, I have it dispgraphr twice per frame for the proper gray effect.
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 05, 2010, 03:53:22 pm
Ah ok I see. Should be fine anyway I think. The game is really epic. Btw are you plannign to post a new version soon with the fixed horizon glitch?

Btw how much faster can the game run at extremly high score?

EDIT: Also bug reports: When the screen turns black, the gray squares are invisible ??? I can,t even see them coming...
Title: Re: Axe Cuberunner
Post by: squidgetx on October 05, 2010, 03:56:32 pm
Max speed is at 2000...I'll see if I can get a screenie of that (I can't even get that far after adding the rotation lol)

Yeah, I was going to wait until I got the second set of rotated sprites before update but that won't be for a little while I think...I managed to get everything else done in physics today thoughlol...let me go get my calc ;) v0.995 lol

and yeah that bug got fixed

(i had it fixed but in a version in between 0.4 and 0.99 I changed to monochrome. when I went back to 3 lvl gray I forgot about it :x)
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 05, 2010, 04:00:00 pm
Oh I meant in terms of frames per seconds. I get about 5-6 fps at the start. Do we get like 20-25 at like 30000 points?

Nice to see the bug fixed :D
Title: Re: Axe Cuberunner
Post by: squidgetx on October 05, 2010, 04:28:35 pm
v0.995 :)

new features:
pause function

changes:
restructured a lot of internal code flow/addresses
horizon line bug and invisible cube bugs fixed
score increments by 1 as opposed to 2

screenies show difference between the speed at 2000 and at the beginning (I think DJ, you wanted to see this?) This will probably be changed as the current difficulty curve is a little...flat...
Title: Re: Axe Cuberunner
Post by: meishe91 on October 05, 2010, 06:25:20 pm
Very cool! Those look great :)

Can I make a request and ask you record in nine frames-per-second?
Title: Re: Axe Cuberunner
Post by: Eeems on October 05, 2010, 06:26:39 pm
Looks great!
Title: Re: Axe Cuberunner
Post by: Deep Toaster on October 05, 2010, 06:29:38 pm
Looks awesome! A note, though: The squares start turning too late, and when it does turn, it turns quite a bit. Maybe you could eventually add more degrees of rotation?
Title: Re: Axe Cuberunner
Post by: Ranman on October 05, 2010, 06:30:06 pm
Lookin' better all the time. 8)

I see lots of POTY candidates this year.
Title: Re: Axe Cuberunner
Post by: Deep Toaster on October 05, 2010, 06:55:49 pm
Lookin' better all the time. 8)

I see lots of POTY candidates this year.

It's gonna be Axe :)
Title: Re: Axe Cuberunner
Post by: ztrumpet on October 05, 2010, 07:41:22 pm
Lookin' better all the time. 8)

I see lots of POTY candidates this year.

It's gonna be Axe :)
I think it should be. :)

Looks great!  *ZTrumpet downloads. ;D

Edit: I got 1752. ^-^
Title: Re: Axe Cuberunner
Post by: shmibs on October 05, 2010, 07:42:03 pm
yes, additional degrees of rotation would be wonderful. this is already great as it stands, however!
Title: Re: Axe Cuberunner
Post by: Deep Toaster on October 05, 2010, 07:43:13 pm
Lookin' better all the time. 8)

I see lots of POTY candidates this year.

It's gonna be Axe :)
I think it should be. :)

It definitely should. And to think they nearly didn't feature it...
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 05, 2010, 10:58:54 pm
Wow this is really epic! As for the difficulty curve, I would say make it increase twice faster than it is now and it should be perfect. What does remains to be done now btw?

Also I agree with others, it should get featured. Sadly, though, for everyone who made great games, Axe is getting my vote no matter what, as it is the first language for calcs besides BASIC that I managed to enjoy and learn and have been waiting for such language for almost a decade. However, if it wasn't for that it would sure be hard to choose ;D

EDIT: 1492 1591 on the new version ;D by 1500 it gets pretty hard
Title: Re: Axe Cuberunner
Post by: squidgetx on October 06, 2010, 05:04:49 pm
Ok, after wrestling with TI Connect for half an hour I am proud to announce Cuberunner 1.0!

Changes:
Optimized
Gets faster....faster (by 50%) (I didn't want to quite double the acceleration :P)

New Features:
Another degree of rotation for nice smooth rotation animation ;D

Hopefully this will be the last update...I'd like to say this project is closed unless someone finds a large bug

Screenies run in full speed in Chrome ;D

Source included in this release....it is so heavily commented and formatted that it is larger than the executable
Title: Re: Axe Cuberunner
Post by: ztrumpet on October 06, 2010, 05:15:19 pm
Very nice job!  I got a score of 1284.  This is going on my calc very soon. ;D

How long did this take to write?  You made a wonderful game. :D
Title: Re: Axe Cuberunner
Post by: meishe91 on October 06, 2010, 05:46:30 pm
Wow that looks really great! :D
Title: Re: Axe Cuberunner
Post by: squidgetx on October 06, 2010, 05:54:17 pm
This took roughly...15 or 16 days to write...while I was finishing up Space Dash (Sep 20ish), I started reading about 3d graphics, and by the 22nd I had a square-drawing engine up and created this thread :P
Title: Re: Axe Cuberunner
Post by: Eeems on October 06, 2010, 06:24:10 pm
Small issue, nothing major though, screenshot attached
Title: Re: Axe Cuberunner
Post by: squidgetx on October 06, 2010, 06:36:40 pm
That's ok...I like to think of it as a fun little 'thing' since it doesn't affect gameplay at all
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 06, 2010, 11:48:31 pm
Nice to see the new version out! One problem, though: It seems the squares starts turning right when you start turning around or they seem to turn a bit too early now ???

Are you planning to upload Space Dash and Cuberunner in Omni archives btw?
Title: Re: Axe Cuberunner
Post by: squidgetx on October 07, 2010, 07:11:49 am
They seem to be turning too early...?

It looked fine to me, but I can add a 1 frame lag there to see how it looks....

And yeah, I was going to do that once I was finished completely with cuberunner
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 07, 2010, 09:41:07 am
Yeah I mean as soon as you press left or right, the squares starts showing up rotated, even when then line is at like approximately 4-5° angle. At that point, it seems like the squares are way more rotated than the horizon. In the previous versions they rotated a bit too late, but now they rotate a bit too early, so I guess maybe make them rotate halfway lol :P
Title: Re: Axe Cuberunner
Post by: squidgetx on October 07, 2010, 04:26:29 pm
that issue fixed, added to archives and ticalc. here is the zip if you must have it now  ;)

Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 07, 2010, 04:48:31 pm
Yay! I'M gonna play it now. See you in 8 months after I am no longer addicted ;D (jk)

EDIT: Btw the square rotation is perfect now :)
Title: Re: Axe Cuberunner
Post by: squidgetx on October 07, 2010, 08:35:15 pm
if anyone tried to compile the newest version and it didn't work, it's fixed now
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 07, 2010, 09:44:38 pm
Yeah I noticed it gave a BAD program error but I guessed you just forgot to change the program data name and I just changed it myself.
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 08, 2010, 04:03:22 pm
I think this is gonna be featured ;D

It has green icon. No news article yet, though.
Title: Re: Axe Cuberunner
Post by: yunhua98 on October 08, 2010, 04:05:36 pm
I think this is gonna be featured ;D
^^Seconded
Title: Re: Axe Cuberunner
Post by: Eeems on October 08, 2010, 04:06:28 pm
I think this is gonna be featured ;D
^^Seconded
^^^thirded :D
And rightly so :D
Title: Re: Axe Cuberunner
Post by: squidgetx on October 08, 2010, 04:19:31 pm
thanks for the support ;)
Title: Re: Axe Cuberunner
Post by: Darl181 on October 08, 2010, 04:20:02 pm
I think this is gonna be featured ;D
^^Seconded
^^^thirded :D
And rightly so :D
↑Four-ed.  This is awesome.
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 08, 2010, 06:08:38 pm
Ok the reason why there are no news on ticalc.org is because an error occured on their server causing pages to not be updated anymore. The news was posted but it won't show up. Same goes for comments and new files.
Title: Re: Axe Cuberunner
Post by: yunhua98 on October 08, 2010, 06:09:22 pm
that sucks... any idea when it'll be fixed?
Title: Re: Axe Cuberunner
Post by: Deep Toaster on October 08, 2010, 06:10:17 pm
Nice job getting it featured, though. And for good reason.
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 08, 2010, 06:11:37 pm
Not sure. I guess they'll need to contact the datacenter where is located the server or a staff will need to fix it x.x

Btw the news is listed at http://www.ticalc.org/archives/news/ but clicking it gives a 404 error.
Title: Re: Axe Cuberunner
Post by: squidgetx on October 08, 2010, 09:08:12 pm
Thanks ;)

I'm already getting emails about this. Anyone heard of a guy called Anonymous Legend?
Title: Re: Axe Cuberunner
Post by: Deep Toaster on October 08, 2010, 09:09:39 pm
Wow, nice. Already, huh? :D
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 08, 2010, 09:11:15 pm
Wow nice. It reminds me when ROL3 got featured. I got like 10 a day. I can't imagine how many I would have gotten if I called that game Final Fantasy x.x
Title: Re: Axe Cuberunner
Post by: squidgetx on October 08, 2010, 09:12:58 pm
yeah, and the news hasn't even been 'posted' yet. This guy must have just been browsing the recently added files and saw it......or maybe he's on Omnimaga and i've never seen him before...though in that case I don't know why he just posted in this thread since he's just asking stuff about how the game works and some suggestions for features
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 08, 2010, 10:06:12 pm
It could be a lurker. Some people just visit calc forums for games but won't participate. That said, it's a port of a popular flash game so it might draw a lot of interest just because of that :P
Title: Re: Axe Cuberunner
Post by: JosJuice on October 09, 2010, 08:40:30 am
Seems like ticalc.org updated :D
Title: Re: Axe Cuberunner
Post by: ztrumpet on October 09, 2010, 11:54:55 am
Congrats squidgetx!  It's an awesome game. ;D
Title: Re: Axe Cuberunner
Post by: TravisE on October 09, 2010, 12:14:47 pm
ticalc.org should be fixed now. Evidently a software update caused the HTML-updating service to somehow not restart automatically like it should have. :)
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 09, 2010, 12:58:16 pm
Yeah that's what I thought. Some parts of the site updated, like the featured program list, but anything related to news and comments seemed frozen. Example: the Mimas news showed 8 comments, but on the news list it said there were 11.

Also congrats Squidgetx :D
Title: Re: Axe Cuberunner
Post by: patriotsfan on October 09, 2010, 05:36:00 pm
Yes congratulations on the feature! Looks very nice at first glance! :D
Title: Re: Axe Cuberunner
Post by: Darl181 on October 09, 2010, 05:38:46 pm
And second glance, and third glance, and while downloading, and on-calc.  It's one of my favorite calc games now ;D
Title: Re: Axe Cuberunner
Post by: yunhua98 on October 09, 2010, 06:01:53 pm
Its for the keeps. ;)
Title: Re: Axe Cuberunner
Post by: Deep Toaster on October 09, 2010, 06:55:29 pm
Nice, that's your second feature in two weeks!
Title: Re: Axe Cuberunner
Post by: Darl181 on October 09, 2010, 07:05:00 pm
LOL
I'm looking at the ticalc home page and 3/4 of the news came from omnimaga
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 09, 2010, 07:42:01 pm
Yeah I noticed XD. Besides that it would mostly be Cemetech-related stuff. There was a time where most stuff came from Detacheds Solution and Void Production, with a few MaxCoderz programs after void died.
Title: Re: Axe Cuberunner
Post by: Deep Toaster on October 10, 2010, 12:08:25 am
Kinda late, but rotating's perfect, btw. It looks awesome :)
Title: Re: Axe Cuberunner
Post by: squidgetx on October 10, 2010, 09:42:16 am
Thanks everyone for the gratz :)

I'll probably be making a quick 1.1 soon with just some options to turn off gray if you want, and another difficulty mode ;)
Title: Re: Axe Cuberunner
Post by: ztrumpet on October 10, 2010, 12:23:46 pm
Thanks everyone for the gratz :)

I'll probably be making a quick 1.1 soon with just some options to turn off gray if you want, and another difficulty mode ;)
Awesome!  I can't wait for the hard mode that I was going to program into your source.  Now I don't have to do that.  Thanks!  * ZTrumpet waits (in)patiently... ;D
Title: Re: Axe Cuberunner
Post by: ASHBAD_ALVIN on October 10, 2010, 12:51:13 pm
I love the cuberunner game you made.  It's pretty sick, but the grayscale becomes a bit blurred after 1000 points (not your fault of course)

Know what would really be cool?  A coop thing where one player has to dodge obstacles and the other has to shoot them down.  I bet it would be pretty painful to program though :P
Title: Re: Axe Cuberunner
Post by: Darl181 on October 10, 2010, 12:58:04 pm
Does the background ever change back to white after it turns black (2000 points or so), or does it stay that way?  I remember playing the Flash version and there were 4-5 color themes.
Title: Re: Axe Cuberunner
Post by: ASHBAD_ALVIN on October 10, 2010, 01:03:57 pm
I think it stays black.
Title: Re: Axe Cuberunner
Post by: squidgetx on October 10, 2010, 01:17:08 pm
I think it stays black.

This is true.
But it won't be soon ;D
Title: Re: Axe Cuberunner
Post by: ASHBAD_ALVIN on October 10, 2010, 01:18:49 pm
I think it stays black.

This is true.
But it won't be soon ;D

Know what will be cool?  Flashing between black and white!  Not only would it give players a seizure, it would also make it diffucult in later plarts ;)
Title: Re: Axe Cuberunner
Post by: JosJuice on October 10, 2010, 01:21:30 pm
I think it stays black.

This is true.
But it won't be soon ;D

Know what will be cool?  Flashing between black and white!  Not only would it give players a seizure, it would also make it diffucult in later plarts ;)
But that results in grayscale...
Unless it's done slowly, but that reduces the chance of seizures. D:
Title: Re: Axe Cuberunner
Post by: ASHBAD_ALVIN on October 10, 2010, 01:23:30 pm
I think it stays black.

This is true.
But it won't be soon ;D

Know what will be cool?  Flashing between black and white!  Not only would it give players a seizure, it would also make it diffucult in later plarts ;)
But that results in grayscale...
Unless it's done slowly, but that reduces the chance of seizures. D:

No, it will be slow enough to not be grayscale but fast enough to hurt your eyes.  Let's say it inverts the screen every 2-3 screen updates/movement loops.  That would be sick :D
Title: Re: Axe Cuberunner
Post by: squidgetx on October 10, 2010, 01:36:07 pm
WHAT

you read my mind! i'm not kidding...now the surprise is lost lol :(
Title: Re: Axe Cuberunner
Post by: ASHBAD_ALVIN on October 10, 2010, 01:39:14 pm
Oh seriously?

I guess I really suck right now :D

Sorry... :(
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 10, 2010, 02:51:45 pm
I think it stays black.

This is true.
But it won't be soon ;D

Know what will be cool?  Flashing between black and white!  Not only would it give players a seizure, it would also make it diffucult in later plarts ;)
But that results in grayscale...
Unless it's done slowly, but that reduces the chance of seizures. D:
I can do that in my Supersonic Ball game. Check in this video at 02:09 :


I invert everything every frame, creating some cool effects (although on emulator it can be a bit seizure-inducing :P)
Title: Re: Axe Cuberunner
Post by: ASHBAD_ALVIN on October 10, 2010, 02:57:09 pm
I looked at that video.  Pretty sweet.  Nice job!

Yeah, I'm guessing it was he one with the ball rolling around, thatshowed right after the tunnel game with the rick roll lyrics :)

yrah, that is pretty sick, I want to see that in the game.
Title: Re: Axe Cuberunner
Post by: ztrumpet on October 10, 2010, 03:12:12 pm
Reference to CR03:
Why don't you make part of it playable look like what happens when you die and the score is over 1000; Black Horizon, White Cubes, and a Grey Floor/Ground?
* ZTrumpet votes for this color scheme... ;D
Title: Re: Axe Cuberunner
Post by: ASHBAD_ALVIN on October 10, 2010, 03:12:51 pm
yeah that would be a cool color scheme
Title: Re: Axe Cuberunner
Post by: squidgetx on October 10, 2010, 04:59:36 pm
Oh seriously?

I guess I really suck right now :D

Sorry... :(

nah, it's ok :)

Reference to CR03:
Why don't you make part of it playable look like what happens when you die and the score is over 1000; Black Horizon, White Cubes, and a Grey Floor/Ground?
* ZTrumpet votes for this color scheme... ;D

The problem here is that I can't figure out how to efficiently differentiate between the floor and the ground with rotation...since there's no flood-fill like technique that could be performed every frame to make the sky one color and the ground another. I thought of a solution two weeks ago but it would involve adding over 9000 bytes to the program (11520 to be exact)...and I don't really want to do that.

Title: Re: Axe Cuberunner
Post by: Darl181 on October 10, 2010, 09:03:45 pm
Have it (the color theme) change at 9001.
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 11, 2010, 12:51:58 am
I looked at that video.  Pretty sweet.  Nice job!

Yeah, I'm guessing it was he one with the ball rolling around, thatshowed right after the tunnel game with the rick roll lyrics :)

yrah, that is pretty sick, I want to see that in the game.
Yeah, specifically the ball rolling screenshot where the sprites flashes from black to white but not at the same time, causing some sort of weird blur effect when moving around.
Title: Re: Axe Cuberunner
Post by: squidgetx on October 12, 2010, 03:36:12 pm
yay v1.1

new features:
added hard mode (and it saves a different high score for each difficulty)
added gray off/on option
added new color effect at 2500 points (1250 on hard mode)

changes:
restructured title screen to accommodate this

I wanted to use the flashing you guys were talking about earlier, but it seemed like it could legitimately be a problem for some people....so I opted for a less seizure-causing effect :P

oh and btw, i'll probably be gone (or at the least fairly inactive) until around Saturday (PSAT's are coming....-.-)

edit:...crap I forgot to record at 9 fps. Sorry chrome users, but you can just download it to your calc instead to see it at full speed ;)
Title: Re: Axe Cuberunner
Post by: shmibs on October 12, 2010, 04:17:37 pm
blast, im too late. if both left and right are held down at the same time it will slowly move to the right. i know it's not big, but it bothers me and could be easily fixed with a getkey(3) xor getkey(2).

oh well, it's definitely not worth a new version update. this is beautiful as is!
Title: Re: Axe Cuberunner
Post by: kindermoumoute on October 12, 2010, 04:17:45 pm
Awesome! Hard, speed and pretty, Good job ;D
Title: Re: Axe Cuberunner
Post by: ztrumpet on October 12, 2010, 06:11:17 pm
This is a wonderful game.  I really like the hard mode!

Bug:  Grey can not be turned off after playing until the program is ran again. :(
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 12, 2010, 10:42:07 pm
Great! I'll try this out soon :)

Hope you can fix the bugs after this weekend :)
Title: Re: Axe Cuberunner
Post by: squidgetx on October 13, 2010, 05:10:10 pm
crap this is what I get for making a hasty release lol

Oh well I fixed the bugs during physics today so no biggie ;D

I'll probably post the new version sometime tomorrow--so if anyone finds any other bugs, let me know
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 13, 2010, 11:59:00 pm
Cool :D

Just make sure to update your old file, though, so you won't lose your download count x.x
Title: Re: Axe Cuberunner
Post by: squidgetx on October 14, 2010, 06:14:06 pm
1.11

bugs fixed

phew...almost didn't get to it today lol
Title: Re: Axe Cuberunner
Post by: ztrumpet on October 14, 2010, 06:26:28 pm
Yea!  Thanks. :)
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 14, 2010, 10:24:01 pm
Cool, approved file :D

Just as suggestion for next version, you may want to add a key delay or use GetKey->VAR for the menu because choosing the grayscale options was a bit hard
Title: Re: Axe Cuberunner
Post by: squidgetx on October 16, 2010, 11:19:39 am
Does anyone have issues compiling the source and running it? Some people are telling me the text gets messed up.
Title: Re: Axe Cuberunner
Post by: Builderboy on October 16, 2010, 01:49:32 pm
Hmmm i haven't had any problems, but there have been issues with text compiling on Axe for some reason.  Was it lowercase text and/or on an emulator?
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on October 17, 2010, 02:01:51 am
Strange, that happened with Ikkerens first version of his entry (not the one you tested) and guy602669. I haven't tried to compile the source, though. I wonder if it could be an OS specific issue with Axe?
Title: Re: Axe Cuberunner
Post by: squidgetx on December 28, 2010, 04:40:00 pm
W00T IMMA NECRO'ING MY OWN TOPIC

yeah. well, here is a small update (version 1.2) that was driven by the release of axe .4.7 and the icon command.

Basically, I optimized a bit and fixed a lot of bugs, namely the glitchy menu and pause command. Also, your settings are now saved between rounds and between running of the program because they are now stored in the highscore appvar. The game also runs a bit faster.
Title: Re: Axe Cuberunner
Post by: Binder News on December 28, 2010, 04:43:53 pm
Thanks
Title: Re: Axe Cuberunner
Post by: Munchor on December 28, 2010, 04:44:40 pm
Very good squidgetx, glad me, JosJuice and Binder could report the bugs of your program in the IRC :)
Title: Re: Axe Cuberunner
Post by: c.sprinkle on December 28, 2010, 05:40:21 pm
Where did you get 0.4.7?

Edit:
[somewhat offtopic]What's everyone's highscore on Space Dash. Mine's 24500.  >:D[/somewhat offtopic]
Title: Re: Axe Cuberunner
Post by: Mighty Moose on December 28, 2010, 05:47:03 pm
It's in the download section of the axe parser forum  (Latest updates)
Good bugfixes, squidgetx :w00t:
Title: Re: Axe Cuberunner
Post by: Deep Toaster on December 28, 2010, 11:26:39 pm
c.sprinkle, updates are always in this thread (http://ourl.ca/4060/157488).

Great updates! Can't seem to find any more bugs...

Update it on ticalc?
Title: Re: Axe Cuberunner
Post by: ztrumpet on December 29, 2010, 02:38:44 pm
:w00t:  Awesome!  Thanks squidgetx. ;D
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on December 30, 2010, 04:08:51 am
Nice update Squidgetx! I'll try it later. :) Are you gonna upload it in the staff section (update old file)? Actually I think it's in the users section too, though.

COuld someone remind me of what was the menu glitch, though? I didn't see any when I played...
Title: Re: Axe Cuberunner
Post by: Binder News on December 30, 2010, 05:27:35 am
If you played on hard, when it went back to the menu, it would look like it was on easy, but still be on hard. Also, it reset to grayscale instead of letting you stay with mono
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on December 30, 2010, 11:13:11 pm
Ah I see, thanks for the info :)
Title: Re: Axe Cuberunner
Post by: Binder News on December 30, 2010, 11:57:22 pm
Welcome.
Title: Re: Axe Cuberunner
Post by: Munchor on January 02, 2011, 10:44:11 am
Well, I'm playing the latest version of Cube Runner :D Well, I have an idea for a *possible?* version 1.3.

When you press CLEAR during the game it goes to the menu. Not sure if you all want it, but I do very much. Not even sure if you want to release a new version, but well, just a simple request, I guess.
Title: Re: Axe Cuberunner
Post by: c.sprinkle on January 02, 2011, 12:01:58 pm
I noticed one obnoxious error:
Superimposed images will shift to the left. They aren't actually cubes, but they make it hard to see where you're going. I think this might have something to do with Axe 0.4.7, though, because my 0.4.7-compiled programs have the same problem.
Title: Re: Axe Cuberunner
Post by: squidgetx on January 02, 2011, 12:09:03 pm
Hm? Can you post a screenie of what you mean?

edit: offtopic, but look at my posts, then look at my respect  ;D (although it would be a bit more epic if it was 696 posts :P)
Title: Re: Axe Cuberunner
Post by: Happybobjr on January 02, 2011, 12:48:15 pm
I noticed one obnoxious error:
Superimposed images will shift to the left. They aren't actually cubes, but they make it hard to see where you're going. I think this might have something to do with Axe 0.4.7, though, because my 0.4.7-compiled programs have the same problem.

yes, axe 0.4.7 has serious issues with grayscale.
Just switch axe version and you should be fine.
( I think this is what your referring to... Sry if not)
Title: Re: Axe Cuberunner
Post by: c.sprinkle on January 02, 2011, 12:50:56 pm
Yes, I went back to using 0.4.6, but because Cuberunner was done with 0.4.7, the problem makes it difficult to play.
Title: Re: Axe Cuberunner
Post by: squidgetx on January 02, 2011, 03:22:47 pm
F.

I guess I'll just recompile with .4.6 w/o the ico and call it 1.21..mergh Oh well, I went back to .4.6 anyway as well. >.> so it's not that much of a hassle.

Title: Re: Axe Cuberunner
Post by: Quigibo on January 02, 2011, 05:06:08 pm
Is the new grayscale routine causing screen glitches?  I made it faster but I'm not sure if its too fast for the LCD driver.  It works on my calculator with the bad LCD, but are other people having problems?
Title: Re: Axe Cuberunner
Post by: squidgetx on January 02, 2011, 05:08:27 pm
As far as I've seen, it looks fine, but I haven't looked around that much. Cuberunner looked fine while I was testing it under .4.7, as did ash:phoenix. My calc is a few years old, (about three and a half)
Title: Re: Axe Cuberunner
Post by: Happybobjr on January 02, 2011, 06:21:14 pm
Is the new grayscale routine causing screen glitches?  I made it faster but I'm not sure if its too fast for the LCD driver.  It works on my calculator with the bad LCD, but are other people having problems?

It is on mine.
If you want an example i could whip up one for you if you like.
Title: Re: Axe Cuberunner
Post by: Quigibo on January 03, 2011, 04:23:21 am
happybobjr, try this version.  I recompiled it with a new grayscale routine that has a 59 T-state minimum delay instead of 57 and I also managed to save a byte from it.  Hopefully I won't have to delay it too much more... Also anyone else with a newer calculator let me know if this version works on your hardware.
Title: Re: Axe Cuberunner
Post by: shmibs on January 03, 2011, 07:30:46 am
quigibo, you're so helpful :3

anyways, the updates sound wonderfu, squidget!
Title: Re: Axe Cuberunner
Post by: Munchor on January 03, 2011, 07:33:01 am
Thanks Quigibo, I should try that in the NSpire 84+ Keypad
Title: Re: Axe Cuberunner
Post by: Happybobjr on January 03, 2011, 11:35:06 am
happybobjr, try this version.  I recompiled it with a new grayscale routine that has a 59 T-state minimum delay instead of 57 and I also managed to save a byte from it.  Hopefully I won't have to delay it too much more... Also anyone else with a newer calculator let me know if this version works on your hardware.

thanks I will try that right now.
Edit: Removed because i was wrong (I think...)

Edit:/me 's computer just encountered bsod.
/me downloads now
Title: Re: Axe Cuberunner
Post by: c.sprinkle on January 03, 2011, 04:11:21 pm
Works perfectly, DJ. Thanks. Will you implement this into a new bugfixed version of Axe soon?
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on January 04, 2011, 02:49:16 pm
Works perfectly, DJ. Thanks. Will you implement this into a new bugfixed version of Axe soon?
I didn't say anything O.O
Title: Re: Axe Cuberunner
Post by: c.sprinkle on January 07, 2011, 10:05:00 am
Errr. . . Oops. I get you confused with Quigibo. You're both Kevins. :P
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on January 08, 2011, 07:25:08 pm
Oh I see now :P

That happens, I guess. When my nickname was xlibman, people thought I made xLIB, while in fact I was just a big fan of xLIB.
Title: Re: Axe Cuberunner
Post by: Munchor on January 09, 2011, 05:49:36 am
I'd like to report another bug. Sometimes I press ALPHA and it doesn't let me change to grey/mono. It changes for a nanosecond and then goes back to the previous one.
Title: Re: Axe Cuberunner
Post by: c.sprinkle on January 09, 2011, 08:48:14 am
And it seems like there is weird text there first sometimes.  :P
Title: Re: Axe Cuberunner
Post by: Binder News on January 09, 2011, 09:26:27 am
I got a bunch of weird text popping up after the gray/mono thing in the menu
Title: Re: Axe Cuberunner
Post by: squidgetx on January 09, 2011, 10:02:57 am
The weird text should just be there the first time you run the game after the new update since it is using your old appvar that doesn't have the settings stored in it. Does it appear again afterwards?

Also the fast-changing alpha-mono thing has been there for a while. I don't really know/am too lazy to fix it...although if a more pressing bug comes up that needs fixing I'll look at it :\
Title: Re: Axe Cuberunner
Post by: DJ Omnimaga on January 10, 2011, 05:54:12 pm
I tried the new version and it's quite nice. I didn't run into the bugs though since I didn't play for very long. I only got 290 ish score D: