Author Topic: My first game-Cannonball  (Read 12519 times)

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Offline DJ Omnimaga

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Re: My first game-Cannonball
« Reply #15 on: October 21, 2010, 10:08:02 pm »
I know it is the score, but maybe they shouldn't be there, for example, they would only show up at the end so that it doesn't slow down, optimization is the key :)
Optimizing something like that is usually only necessary when TI-BASIC is being used.

Yes, but the numbers make it slow, one by one going up :S
He could make the text be drawn on the buffer so it doesn't slow down as much, or he could use a custom font routine, but that's a bit harder.

Nice first game btw :). You should add some difficulty as the game progresses like maybe some obstacles or make the ball faster and faster as it progresses.
« Last Edit: October 21, 2010, 10:08:30 pm by DJ Omnimaga »
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Offline Darl181

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Re: My first game-Cannonball
« Reply #16 on: October 21, 2010, 10:47:30 pm »
Or not draw it every frame.  Maybe every 10 frames or so.
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Offline aeTIos

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Re: My first game-Cannonball
« Reply #17 on: October 22, 2010, 03:22:01 am »
Quote
He could make the text be drawn on the buffer so it doesn't slow down as much, or he could use a custom font routine, but that's a bit harder.
i do this already
Quote
Nice first game btw :). You should add some difficulty as the game progresses like maybe some obstacles or make the ball faster and faster as it progresses.
obstacles were already scheduled, and i'll make the ball going faster.

to all: thanks for giving feedback, hold on
 
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Offline AngelFish

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Re: My first game-Cannonball
« Reply #18 on: October 22, 2010, 04:03:14 am »
Quote
He could make the text be drawn on the buffer so it doesn't slow down as much, or he could use a custom font routine, but that's a bit harder.
i do this already

I'm curious. Would you mind explaining how you draw the score?
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline aeTIos

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Re: My first game-Cannonball
« Reply #19 on: October 22, 2010, 05:55:58 am »
Quote
He could make the text be drawn on the buffer so it doesn't slow down as much, or he could use a custom font routine, but that's a bit harder.
i do this already



I'm curious. Would you mind explaining how you draw the score?
i use a list variable, {L1+5}r
each step, it puts a certain number up to the score. then i do text(2,0,{L1+5}r
and then a dispgraph (i draw to the buffer, thats fix5)
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Re: My first game-Cannonball
« Reply #20 on: October 22, 2010, 05:58:12 am »
This is a very good first game! i love the way it is controlled!
keep up the great work!
« Last Edit: October 22, 2010, 05:58:32 am by jhgenius01 »
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Offline DJ Omnimaga

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Re: My first game-Cannonball
« Reply #21 on: October 22, 2010, 09:46:24 am »
I'll probably give this a try on a real calc soon, although I cannot promise anything since last 2 weekends I was swamped with work and stuff.
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Re: My first game-Cannonball
« Reply #22 on: October 22, 2010, 09:47:23 am »
Quote
He could make the text be drawn on the buffer so it doesn't slow down as much, or he could use a custom font routine, but that's a bit harder.
i do this already



I'm curious. Would you mind explaining how you draw the score?
i use a list variable, {L1+5}r
each step, it puts a certain number up to the score. then i do text(2,0,{L1+5}r
and then a dispgraph (i draw to the buffer, thats fix5)


Oh, I thought you were using a custom text routine and somehow managed to get the numbers to shift between multiple decimal places. What you're doing is a bit more efficient though.
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ

Offline aeTIos

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Re: My first game-Cannonball
« Reply #23 on: October 22, 2010, 09:48:24 am »
Quote
He could make the text be drawn on the buffer so it doesn't slow down as much, or he could use a custom font routine, but that's a bit harder.
i do this already



I'm curious. Would you mind explaining how you draw the score?
i use a list variable, {L1+5}r
each step, it puts a certain number up to the score. then i do text(2,0,{L1+5}r
and then a dispgraph (i draw to the buffer, thats fix5)


Oh, I thought you were using a custom text routine and somehow managed to get the numbers to shift between multiple decimal places. What you're doing is a bit more efficient though.
yes, that is
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Offline aeTIos

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Re: My first game-Cannonball
« Reply #24 on: October 22, 2010, 10:04:20 am »
planned updates:
-going to include obstacles (5 levels)
-make the ball going faster
-user can set paddle width
more ideas? post them
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Offline JustCause

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Re: My first game-Cannonball
« Reply #25 on: October 22, 2010, 10:23:37 am »
An easy way to speed it up quick is to put in a flag that alternates between -1 and 1 every frame, and only draw the screen if that flag is equal to 1. Drawing the screen takes a surprising amount of time.
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Re: My first game-Cannonball
« Reply #26 on: October 22, 2010, 01:55:30 pm »
If you really wanted to go extreme you could have powerups and powerdowns falling from the sky :D

Offline DJ Omnimaga

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Re: My first game-Cannonball
« Reply #27 on: October 22, 2010, 06:54:27 pm »
That would be cool :D
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Re: My first game-Cannonball
« Reply #28 on: October 22, 2010, 10:15:21 pm »
I know it is the score, but maybe they shouldn't be there, for example, they would only show up at the end so that it doesn't slow down, optimization is the key :)
Optimizing something like that is usually only necessary when TI-BASIC is being used.

Yes, but the numbers make it slow, one by one going up :S
He could make the text be drawn on the buffer so it doesn't slow down as much, or he could use a custom font routine, but that's a bit harder.
Actually, drawing the text to the buffer uses a bcall, like displaying to the screen.  The two speeds should be similar (a slow-ish speed). :)

Offline DJ Omnimaga

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Re: My first game-Cannonball
« Reply #29 on: October 22, 2010, 10:16:16 pm »
Ah ok, I notice a very small increase, personally, but it was negligible.
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