Author Topic: Blastlabs [Axe]  (Read 47917 times)

0 Members and 2 Guests are viewing this topic.

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Blastlabs [Axe]
« Reply #45 on: September 18, 2012, 11:28:08 pm »
Aww i liked the particle effects you posted on Cemetech better :[

Offline leafy

  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: Blastlabs [Axe]
« Reply #46 on: September 18, 2012, 11:30:55 pm »
Well, calc84maniac said they looked questionable (read: urine) so I changed them :P I think it still looks pretty decent, but if you want to make any arguments against it I'm all ears!
In-progress: Graviter (...)

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Blastlabs [Axe]
« Reply #47 on: September 18, 2012, 11:39:29 pm »
Mmm I supose I could see that.  Either way though it looks great ^^

Offline LincolnB

  • Check It Out Now
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1115
  • Rating: +125/-4
  • By Hackers For Hackers
    • View Profile
Re: Blastlabs [Axe]
« Reply #48 on: September 18, 2012, 11:42:11 pm »
hahahaha the ceme screenie totally looks like urine.
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline parserp

  • Hero Extraordinaire
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1455
  • Rating: +88/-7
  • The King Has Returned
    • View Profile
Re: Blastlabs [Axe]
« Reply #49 on: September 19, 2012, 12:55:56 am »
O.O it totally does- makes you wonder what the real point of this game is x.x

Offline nikitouzz

  • LV5 Advanced (Next: 300)
  • *****
  • Posts: 215
  • Rating: +22/-1
    • View Profile
Re: Blastlabs [Axe]
« Reply #50 on: September 19, 2012, 12:30:57 pm »
this is a really good project :) but you can have it with the code for particles? : p
mes records personels :

2x2x2 : 2.18 secondes / 2x2x2 une main : 21.15 secondes / 2x2x2 yeux bandés : 47.59
3x3x3 : 5.97 secondes / 3x3x3 une main : 49.86 secondes
4x4x4 : 1.49 minutes / 4x4x4 une main : 6.50 minutes
5x5x5 : 4.10 minutes / 5x5x5 une main : 18.02 minutes
6x6x6 : 8.10 minutes
7x7x7 : 16.03 minutes
9x9x9 : 58.26 minutes

megaminx : 5.59 minutes / pyraminx : 7.91 secondes / square-one : 1.07 minutes

Offline Stefan Bauwens

  • Creator of Myst 89 - סטיבן
  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1799
  • Rating: +162/-24
  • 68k programmer
    • View Profile
    • Portfolio
Re: Blastlabs [Axe]
« Reply #51 on: September 19, 2012, 12:44:04 pm »
hahahaha the ceme screenie totally looks like urine.
For the people who don't go on cemetech, share our laugh( >:D)

j/k Leafy


Very proud Ticalc.org POTY winner (2011 68k) with Myst 89!
Very proud TI-Planet.org DBZ winner(2013)

Interview with me

Offline TheMachine02

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 452
  • Rating: +105/-0
  • me = EF99+F41A
    • View Profile
Re: Blastlabs [Axe]
« Reply #52 on: September 19, 2012, 01:09:59 pm »
I don't see wath wrong...  ???

else great project !
AXE/asm programmer - unleash the power of z80 //C++//C

epic 3D things http://www.ntu.edu.sg/home/ehchua/programming/opengl/CG_BasicsTheory.html

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: Blastlabs [Axe]
« Reply #53 on: September 19, 2012, 11:28:06 pm »
lol
* Sorunome runs and lost
the new way looks more awesome IMO anyways :P

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Blastlabs [Axe]
« Reply #54 on: October 14, 2012, 10:51:33 pm »
Lol I remember checking this and saw the urine part XD. By the way is that still being worked on? ???

Offline LincolnB

  • Check It Out Now
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1115
  • Rating: +125/-4
  • By Hackers For Hackers
    • View Profile
Re: Blastlabs [Axe]
« Reply #55 on: October 21, 2012, 10:36:05 pm »
Runer's helped me optimize the particle engine to perfection, and I've also gotten dynamic tilemapping working!

Dynamic tile mapping? Tell me more.
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
Re: Blastlabs [Axe]
« Reply #56 on: October 22, 2012, 02:47:38 am »
Dynamic tile mapping? Tell me more.
He means that in the data, all the walls are represented by the same number, but on the screen, they are represented by different sprites according to their neighbours ;)
I made that too in Robbox and for some reason, it works perfectly for level 1 but not for level 2 ???
edit nvm, it was me being stupid, it works now
« Last Edit: October 22, 2012, 01:16:55 pm by Hayleia »
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline LincolnB

  • Check It Out Now
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1115
  • Rating: +125/-4
  • By Hackers For Hackers
    • View Profile
Re: Blastlabs [Axe]
« Reply #57 on: October 23, 2012, 10:23:47 pm »
Hm, like what I saw in Portal X. Me gusta.
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline leafy

  • Project Author
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: Blastlabs [Axe]
« Reply #58 on: October 23, 2012, 10:50:12 pm »
Tag and Graviter used it too :D
As for Blastlabs, I'm thinking of turning it into something different. I'm not sure what yet, but I'm thinking about it :D
In-progress: Graviter (...)

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: Blastlabs [Axe]
« Reply #59 on: October 24, 2012, 11:27:18 am »
* shmibs stabs leafy to actually finish something!
(though it's not like i'm much of a role model in that regard :P)