Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: leafy on April 13, 2013, 08:57:15 pm

Title: Super Hexagon
Post by: leafy on April 13, 2013, 08:57:15 pm
Your favorite game, coming to TI-84s everywhere. Someday.

(http://i.imgur.com/4wTnNkL.gif)
(http://i.imgur.com/ooYGOFX.png)

To be fair, I'm not sure this is going to work out for a few reasons -
1) No clipped lines (although I'm sure runer's working on it :) )
2) Lines are inherently slow.

I've worked out all the logic needed to run the game engine, but I can foresee major problems with speed in the future. I'll probably be reaching out to a few people to help out with optimizing the code, but I want to make sure I have everything down first. If anyone can see straight off the bat anything I can do to make it faster, be sure to tell me!

Things I've already built into the engine:
1) Global rotation, distortion, and skewing (including altering the number of sides between 4, 5, and 6)
2) Player movement
3) Loading of chunks
4) Player collision

Things to do:
1) Create mappings of levels based on random chunks
2) Music???
Title: Re: Super Hexagon
Post by: Scipi on April 13, 2013, 09:07:10 pm
Now I can make myself dizzy all over again x.x

This is great though :D

Will you have the other patterns implemented as well?
Title: Re: Super Hexagon
Post by: Juju on April 13, 2013, 09:07:52 pm
Awesome :D
Title: Re: Super Hexagon
Post by: Sorunome on April 13, 2013, 09:08:41 pm
Looking nice! :D
Title: Re: Super Hexagon
Post by: TIfanx1999 on April 13, 2013, 09:09:41 pm
Well, this is going to be interesting to say the least. :) Best of luck, I can't wait to see how this turns out!
Title: Re: Super Hexagon
Post by: Darl181 on April 13, 2013, 09:22:10 pm
Full of leafy win as usual. Can't wait to see how it turns out :D
Title: Re: Super Hexagon
Post by: Builderboy on April 13, 2013, 09:26:31 pm
If you run into speed problems you might want to look into some sort of asm filled polygon routines.
Title: Re: Super Hexagon
Post by: leafy on April 13, 2013, 09:31:45 pm
If you run into speed problems you might want to look into some sort of asm filled polygon routines.

I've certainly thought about that, but I'm not sure if there'd be much of a benefit. I'd need to generate trapezoids at arbitrary angles (currently, each trapezoid is 6 lines or so). In the worst-case scenario, I'd be drawing probably upwards of 88 Rects() (think largest polygon at 45 degree angle). Of course, I might be able to optimize that by combining touching layers, but there aren't many of those in the randomized chunks.

EDIT: I didn't see the asm, but I have no idea how to do that :)
Title: Re: Super Hexagon
Post by: Nick on April 14, 2013, 02:58:55 pm
This is so awesome, I thought of starting Axe up again just to port this game, but it seems it's not needed anymore by now :)
Thanks man, it's a frustrating, but so awesome and addictive game, really thanks!