Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Ti-newb on May 31, 2010, 12:20:15 am

Title: Playing with AXE
Post by: Ti-newb on May 31, 2010, 12:20:15 am
Heres a version (not done.. probably wont ever be) of Lunar Lander... im just playing around with the physics for a 2D RPG i might make. =D

This game is really pointless but lol have fun.

Needs AXE
Title: Re: Playing with AXE
Post by: DJ Omnimaga on May 31, 2010, 01:39:41 am
Nice to see you're back into TI programming :D

It would be nice to see some games from you and also a lunar lander clone ^^

In this game you might want to fix some bugs, though, as seen in this screenshot D:
Title: Re: Playing with AXE
Post by: Galandros on May 31, 2010, 03:38:59 am
I can give a few tips for making the movement more smooth if it needs.
Make a "decimal part" by making 10 worth 1 pixel.
So you can get the integer coordinate part by dividing by 10. The last digit is only for allowing smoothness.
Do the same with velocity and acceleration.
To optimize, instead of 10 use a multiple of 2 like 16.

If you don't understand, someone can try to explain better or I can give you some example code.



In Axe Parser, someday I may code a Planet Lander with all physics stuff like if you enter too fast in atmosphere, it will burn and such. :)
Title: Re: Playing with AXE
Post by: Silver Shadow on May 31, 2010, 08:21:30 am
In this game you might want to fix some bugs, though, as seen in this screenshot D:
Haha, hope the pilot is feeling better after that... ;D
Title: Re: Playing with AXE
Post by: Raylin on May 31, 2010, 09:32:23 am
I can give a few tips for making the movement more smooth if it needs.
Make a "decimal part" by making 10 worth 1 pixel.
So you can get the integer coordinate part by dividing by 10. The last digit is only for allowing smoothness.
Do the same with velocity and acceleration.
To optimize, instead of 10 use a multiple of 2 like 16.

If you don't understand, someone can try to explain better or I can give you some example code.


Are you talking about inflating the numbers for precision?
Title: Re: Playing with AXE
Post by: Silver Shadow on May 31, 2010, 11:52:55 am
Exactly.
Title: Re: Playing with AXE
Post by: DJ Omnimaga on May 31, 2010, 12:28:23 pm
I can give a few tips for making the movement more smooth if it needs.
Keep in mind that the screenshots was slowed down to 9 fps, though, to save space. It is much faster on calc (altough I still noticed the framerate was a bit slower than some other Axe games I saw)
Title: Re: Playing with AXE
Post by: Ti-newb on May 31, 2010, 11:02:27 pm
oh.. instead of 10.. im actually doing 256.. which someone suggested to me b4.. So my values are divided by 256..

so right now, i have 256 worth 1 pixel

EDIT 1:Lol, Dj u sure went crazy on the Throttle..

and Galandros, i should do that on my acceleration too? cause right now i just have Pt-On(X/256,Y/256,Pic1

EDIT 2: Oh, and DJ, its probably alot slower cause of my boundaries, they're really just not efficent at allllll, since i wasnt planning on keeping them lol. =D
Title: Re: Playing with AXE
Post by: DJ Omnimaga on June 01, 2010, 12:01:06 am
haha yeah I went OVER 9000 Km/h XD

Title: Re: Playing with AXE
Post by: ztrumpet on June 01, 2010, 07:40:03 pm
This looks cool.  I think you could turn this into a full fledged game. ;D  Nice work! :D