Author Topic: Polarizer  (Read 8858 times)

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Offline Elsewhere

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Polarizer
« on: February 13, 2011, 12:19:23 pm »
Yay, finished my first Axe game!

I didn't know if it warranted a new thread or not but I erred on the side of caution and put it here.

So, anyway, Polarizer! Basically, you try to fill all the squares in, but filling in a square makes it so you can't fill in adjacent squares until you fill in another. Use the arrows to select, 2nd to confirm, and Clear to exit level/menu/game. Beating all the levels might get you something nice! Warning: This game has to be run by either DCS, MOS, or some similar shell to work. The two versions are also slightly different due to TI weirdness. Nothing big, though.

Currently I need help coming up with harder levels because a lot of them are just huge pushovers. Anyone who thinks they came up with a tough one, feel free to share it and I could overwrite one of the filler levels.

So... tell me what you think!

EDIT: Newest version is here
« Last Edit: February 21, 2011, 04:37:24 pm by Elsewhere »

Offline ztrumpet

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Polarizer
« Reply #1 on: February 13, 2011, 01:05:10 pm »
Wow, this looks great!  Nice job!  I think it should be a stand-alone topic.  Would you like me to do that for you? ;)

Offline Munchor

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Polarizer
« Reply #2 on: February 13, 2011, 01:07:47 pm »


Elsewhere, that sure looks cool, I imagine how hard it was to write the algorithm of the game (and the squares) looks quite complex maths to me ;D

Offline Elsewhere

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Polarizer
« Reply #3 on: February 13, 2011, 02:18:52 pm »
ztrumpet: Uh, if you want to; that is, if you think it's big enough to warrant one. I haven't a scope of these things.

Scout: Nah, just a lot of tongue-in-cheek For( loops and way too many variables. For later projects I'll have to be more careful, though, as I had a hard time cramming this under 8811 and it was initially supposed to be a small getting-to-know-Axe project.

Offline Munchor

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Polarizer
« Reply #4 on: February 13, 2011, 02:25:49 pm »
ztrumpet: Uh, if you want to; that is, if you think it's big enough to warrant one. I haven't a scope of these things.

Scout: Nah, just a lot of tongue-in-cheek For( loops and way too many variables. For later projects I'll have to be more careful, though, as I had a hard time cramming this under 8811 and it was initially supposed to be a small getting-to-know-Axe project.

Was it your first Axe program? Or just your first game?

Offline shmibs

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Re: Polarizer
« Reply #5 on: February 13, 2011, 03:04:46 pm »
for a first project, this most definitely merits it's own thread. i can't say i'm a huge fan of the sprite set, but it's definitely consistent(which is difficult to manage). if you're worried about things being too massive you could always post source and ask people about how to go about optimising.

Offline Munchor

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Re: Polarizer
« Reply #6 on: February 13, 2011, 03:05:54 pm »
Nice to see a particular thread for it ;D It's quite cool.

Offline Elsewhere

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Re: Polarizer
« Reply #7 on: February 13, 2011, 05:59:20 pm »
Scout: Yeah, first program with Axe, but it's not like I'm new to programming or anything.

shmibs: Yeah, it's just my everyday programmer art... enough to get the job done, but just barely :P

So, I'm not planning on adding much except bugfixes and the like because I'm simply out of space... I guess I'll link to the really inefficient source code for anyone who wants to try and optimize it. Just be warned, it's probably really bad.

POLSRC (Main thing)
POLINIT (Loads sprites and stuff)

Offline Happybobjr

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Re: Polarizer
« Reply #8 on: February 13, 2011, 06:31:20 pm »
http://pastebin.com/XzXgSpp4

Some optimizations.
I skipped many obvious ones because I didn't want to double check some things.
This should be at least 200 bytes smaller.
Probably much much smaller ;)
School: East Central High School
 
Axe: 1.0.0
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TI-Nspire    |||  Lent out, and never returned
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Offline leafy

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Re: Polarizer
« Reply #9 on: February 13, 2011, 10:18:32 pm »
This reminds me of that Lights Off game for the iPhone.
Great work!
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Offline z80man

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Re: Polarizer
« Reply #10 on: February 13, 2011, 11:23:03 pm »
I just noticed on the screen shot you posted it seems like on the levels there was supposed to be grayscale in the background because of the checkerboard pattern. To get the grayscale effect you need to constantly update the buffer by using DispGraphr. This can be done with either a custom interrupt routine or you can place it in the getkey loop in your code.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline ztrumpet

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Re: Polarizer
« Reply #11 on: February 13, 2011, 11:34:19 pm »
Nah, I think the were meant for just black and white - when the screen's updated they don't flicker back and forth. :)

Offline leafy

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Re: Polarizer
« Reply #12 on: February 13, 2011, 11:37:18 pm »
Yeah if it were greyscale the checkerboard would alternate.
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Offline Darl181

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Re: Polarizer
« Reply #13 on: February 13, 2011, 11:46:51 pm »
And the pattern's different for different levels.
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Re: Polarizer
« Reply #14 on: February 13, 2011, 11:54:55 pm »
I don't really get it from the screenshot, but it looks nice. It reminds me of lights-out, but I'll have to try it eventually to figure out how to play.
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