Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Plokki on June 02, 2015, 02:29:26 pm
-
Hello !
It's my new project :) . I want to make a port of the boost game, on iphone:
https://www.youtube.com/watch?v=S2AWnkF2SSU (https://www.youtube.com/watch?v=S2AWnkF2SSU)
But now, some screenshots:
1. You can see curves that will be the path of the tunnel
2. The points define the sections of the tunnel
3. The tunnel in 3D with 4 sides
4. Better graphics and 8 sides
5. Actual version with 10 sides
The point in the left hand side is moving down by 1 pixel per frame. There are 60 points and 110 lines. I think it runs at 10 or 15 fps, in 6Mhz mode.
-
Oooooh, that game, looking awesome so far! Good luck with more progress!
-
Thanks ^^
A little update: the tunnel is drawn on the whole screen, i'll add the rotations now.
-
Are you using a 3D library, or did you make your own 3D engine?
-
I don't use any library or axiom, I make everything by myself ;)
It's done ! I added rotations and I moved the point of view down, like in the real game.
The game is still running at 6Mhz but fps decreased a lot, I will have to put it in full speed mode later
-
That's looking awesome! What is the pixel running down on the left side? :P
And yeah, i think 16MHz mode would be a good idea :)
-
Like I said before, it's just an fps indicator. You count in your head the time it takes to reach the bottom: 64 pixels in ~8 sec = 8 fps
-
Hi ! I have done a big update in my game because I added obstacles :D
I have made my own fill algorithm and I use it in the game (only the screen game is at 15Mhz) :blah:
Themachine02 helped me to optimise the 3D but I'll have to improve my fill algorithm.
The next thing to do is to add collision and I could give you a demo ;)
Please tell me if you think i need to change something :)
-
That is looking awesome :o
I think you make taht black beam go away a bit too soon, though
-
Yeah, it looks great! But it does look like it gets removed too early, it might be because each block appears to get pushed back a tile before it reaches you.
-
Indeed, the beams were bugged (they jumped 1 tile back or front in some cases). I corrected some other bugs and I improved the speed. You can try a demo version now: http://tiplanet.org/forum/archives_voir.php?id=279466 (http://tiplanet.org/forum/archives_voir.php?id=279466) ;)
-
The graphics look awesome. I don't know what it's like gameplay-wise, but at least it has that going for it :)
-
I just tried it out and it runs great, it looks much better now and runs at a nice speed :) It's a little hard to tell if you're going to hit a pillar or not, though. I'm impressed by what you've done so far.
-
Thanks ^^
I think i'll add a collision indicator to show if you are going to crash you into a beam or not. But for now, i'm trying to make the boost texture.
-
It's done ! :D
the Boosts work and i made a custom score font.
-
I love it!
-
I agree, it looks amazing! The only thing is that it feels like turning/twisting the screen is a little slow, i'm not sure how the original game was and if it was also that way there. Otherwise i'm really impressed, great work! It looks beautiful :)
-
This reminds me of f-zero gx with the tunnel that has beams across as well as speed boosters.
-
I played the demo, and let me just say, this already seems better than Matref's attempt at a 3D tunnel game :P
I just have to ask, though...sometimes, the boards (you know, the black rectangles) look like they have white Xs on them, but they disappear. Not sure what that's about.
One other thing is that, for example, when there's a lot of panels at once coming at you, it's hard to know exactly where they reside spatially. But that's just my opinion. Keep up the great work, I love this game already! :thumbsup:
-
I played the demo, and let me just say, this already seems better than Matref's attempt at a 3D tunnel game :P
Among other things, maybe it has to do with the fact Matref never uses the Full command ?
-
I haven't seen that i had so many answers :)
I agree, it looks amazing! The only thing is that it feels like turning/twisting the screen is a little slow, i'm not sure how the original game was and if it was also that way there. Otherwise i'm really impressed, great work! It looks beautiful :)
That's true, in the real game you can rotate the screen really fast by tilting more your phone but on the calculator getkeys are not adaptative and you just couldn't control your trajectory.
I played the demo, and let me just say, this already seems better than Matref's attempt at a 3D tunnel game :P
I just have to ask, though...sometimes, the boards (you know, the black rectangles) look like they have white Xs on them, but they disappear. Not sure what that's about.
One other thing is that, for example, when there's a lot of panels at once coming at you, it's hard to know exactly where they reside spatially. But that's just my opinion. Keep up the great work, I love this game already! :thumbsup:
The white cross is the collision detector, it appears on the rectangles that you are going to hit if you don't move.
Yes, Matref's tunnel is in normal speed mode and I think it is a good attempt, it's obvious that no one (That's my opinion but if someone wants to proving I'm false, I'll wait for it ;)) can make this kind of game without fullspeed. After all, I've only 70 points and 140 lines calculated on each frame :evillaugh: (+ some rectangles and basic textures).
There is an other thing you must not forget: the tunnel is in 3D but the tunnel trajectory is only in 2D: it only turns left or right.
I noticed something: you don't have invincibility after hitting a beam so you can die really fast in a spiral or if a panel is behind another.
-
That looks amazing! I'll have to try it out for myself soon.
-
I hope this is the final version ;)
Changelog:
-A cool menu :D
-You are invinsible a little time after hitting an obstacle and the screen is inverted.
-Your score is saved
-The "spider view" inverts the hole program
-An indicator appears when you have 1 or 2 boosts
-The program is now an app
-The Menu disintegration occurs only if there is enough RAM (I don't know exactly how much it takes ~1600 bytes), and it works with everything, it just needs at least 1 pixel on.
You can still download it here: http://tiplanet.org/forum/archives_voir.php?id=279466 (http://tiplanet.org/forum/archives_voir.php?id=279466)
If you have any question or idea or if you found a bug, I'm here ;)