Author Topic: Axe Cuberunner  (Read 18340 times)

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Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #30 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
* DJ Omnimaga pokes squidgetx for another update ;D
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 Builderboy

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Re: Axe Cuberunner
« Reply #31 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 :)

Offline squidgetx

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Re: Axe Cuberunner
« Reply #32 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
« Last Edit: September 25, 2010, 05:47:52 pm by squidgetx »

Offline Builderboy

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Re: Axe Cuberunner
« Reply #33 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?

Offline Happybobjr

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Re: Axe Cuberunner
« Reply #34 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 :)
« Last Edit: September 25, 2010, 05:49:37 pm by happybobjr »
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
____________________________________________________________

Offline squidgetx

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Re: Axe Cuberunner
« Reply #35 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.


Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #36 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?)
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 ztrumpet

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Re: Axe Cuberunner
« Reply #37 on: September 25, 2010, 06:06:25 pm »
That looks wonderful!  Nice job! ;D

Offline Ranman

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Re: Axe Cuberunner
« Reply #38 on: September 25, 2010, 07:46:20 pm »
That looks wonderful!  Nice job! ;D
Ditto! Very nice!
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Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #39 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
« Last Edit: September 25, 2010, 08:30:57 pm by DJ Omnimaga »
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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Re: Axe Cuberunner
« Reply #40 on: September 25, 2010, 10:39:30 pm »
This may be too much to ask, but can you rotate the display when you turn?

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #41 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.
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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Re: Axe Cuberunner
« Reply #42 on: September 25, 2010, 10:46:11 pm »
Yeah, that's exactly what I was thinking.

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #43 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.
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 Deep Toaster

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Re: Axe Cuberunner
« Reply #44 on: September 25, 2010, 11:49:49 pm »
That looks pretty awesome, and pretty close to the original, too! Great job!