Author Topic: Temple Run [Axe]  (Read 6656 times)

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Offline squidgetx

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Re: Temple Run [Axe]
« Reply #15 on: September 05, 2012, 09:49:57 pm »
Update! Not much has changed since the first version gameplay wise, but thanks to some help from ben_g, textures (8x8) are somewhat supported! There is only one graphical glitch I have to iron out, you may be able to see it in the screenie. If anyone has ideas on what might be causing that problem let me know. Also I took out the sprite for now.

It runs a bit slower. Just kidding, it runs a whole heck of a lot slower. The screenshot is in 15mhz. I have some ideas for optimization though, principally perhaps unpacking the textures to be 64-byte sections of data instead of using the somewhat slower bit command, and maybe abusing the always-horizontal/vertical nature of the tiles. If I did that though, rotating would probably be impossible unfortunately. I could probably "fudge it" as leafy suggested though, maybe by simply animating the turn via a couple 768-byte bitmaps. Thoughts?
« Last Edit: September 05, 2012, 09:51:17 pm by squidgetx »

Offline Yeong

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Re: Temple Run [Axe]
« Reply #16 on: September 05, 2012, 09:53:34 pm »
nice work :D
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Offline parserp

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Re: Temple Run [Axe]
« Reply #17 on: September 05, 2012, 11:21:16 pm »
Awesome update!

And it is still under 2KB? O.O
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Offline TheMachine02

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Re: Temple Run [Axe]
« Reply #18 on: September 06, 2012, 03:50:10 am »
this is really good.

how the texture work ?
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Offline TIfanx1999

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Re: Temple Run [Axe]
« Reply #19 on: September 06, 2012, 08:16:57 am »
In game dev, as long as the program functions fine and appears to do rotations there is no problem. Speed and functionality are always top priority. Your user will be none the wiser.  :ninja:
« Last Edit: September 06, 2012, 08:17:20 am by Art_of_camelot »

Offline shmibs

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Re: Temple Run [Axe]
« Reply #20 on: September 06, 2012, 05:18:36 pm »
what command are you using to actually draw the textures? it looks reminiscent of line clipping problems.

EDIT: are texture edges moving to negative values past your viewing window/camera position?
« Last Edit: September 06, 2012, 05:21:43 pm by shmibs »

Offline Sorunome

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Re: Temple Run [Axe]
« Reply #21 on: September 06, 2012, 06:51:57 pm »
This is looking awesome! And you defenetly need to speed it up :P

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Offline blfngl

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Re: Temple Run [Axe]
« Reply #22 on: September 06, 2012, 09:19:57 pm »
Wow! Now time to make one for the nspire! ;)
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Offline squidgetx

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Re: Temple Run [Axe]
« Reply #23 on: September 06, 2012, 09:51:00 pm »
Erghh...

Minimal progress for today. Spent most of it trying to get rid of that display glitch, which by itself brought up a whole host of other problems -__-

I'm going to work on it more tomorrow. On a more conclusive note, it seems that the community is overwhelmingly in favor of a conventional control scheme, so that's what I'll be doing for now (makes things easier anyway)

Offline blfngl

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Re: Temple Run [Axe]
« Reply #24 on: September 07, 2012, 08:21:22 am »
Good luck with this, it's really good! :)
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Offline squidgetx

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Re: Temple Run [Axe]
« Reply #25 on: September 20, 2012, 10:11:05 pm »
(Finally) update...

The major update is that that display bug is all but gone (Only a small bit remains but I know how to get rid of it). believe me, that took a huge amount of work...

Otherwise it looks more or less the same as before right? Hehe it does, only this screenie is running at 6mhz (compare to the last one going at 15mhz). Hooray!

Question: should I go for 16x16 textures or for additional shapes in the obstacle pieces (walls alongside, tops of obstacles, etc.)
« Last Edit: September 20, 2012, 10:11:19 pm by squidgetx »

Offline Spenceboy98

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Re: Temple Run [Axe]
« Reply #26 on: September 20, 2012, 10:33:42 pm »
It is slow..., but looks good! The texture kind of hurts my eyes.  O.O
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Offline Sorunome

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Re: Temple Run [Axe]
« Reply #27 on: September 20, 2012, 10:51:32 pm »
it is slow but sooooooooo awesome! :D
Great work so far!
And i'd say go for the faster solution :P

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Offline Runer112

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Re: Temple Run [Axe]
« Reply #28 on: September 20, 2012, 11:12:10 pm »
squidgetx never fails to make awesome-looking stuff. But I'd certainly like to see how fast you could get that by trying to turbocharge it to maximum Axe capabilities. :P

Offline parserp

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Re: Temple Run [Axe]
« Reply #29 on: September 20, 2012, 11:17:55 pm »
Looks awesome!

but...the guy kind of looks like a prancing horse O.O
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