Author Topic: [C w/ Mode 7] Unknown project  (Read 16812 times)

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Offline DJ Omnimaga

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Re: [C] Unknown project
« Reply #30 on: August 14, 2014, 11:55:59 pm »
By the way, you should maybe change this topic title to [C] Unknown Mode-7 project to attract more attention, since some people tend to not visit topics if the title isn't very clear (especially on mobile) plus it almost seems guaranteed that whatever will come out of this will be mode-7. :P

Offline Hayleia

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Re: [C] Unknown project
« Reply #31 on: August 15, 2014, 02:35:30 am »
I agree with the title change. I never browsed that topic because of the unattractive title and now I see what I missed O.O
Great project :D
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Offline Eiyeron

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Re: [C w/ Mode 7] Unknown project
« Reply #32 on: October 01, 2014, 02:39:23 pm »
Sadly, it's in hiatus for the Planète-Casio 10 years contest as we can't use a already announced game. We'll be back more or less after the contest is over.

At least, the Mode 7 engine is open source, as I wanted. That's rare to see things I acutally finish :-°...

Offline DJ Omnimaga

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Re: [C w/ Mode 7] Unknown project
« Reply #33 on: October 01, 2014, 03:41:51 pm »
When does the contest end? Also to progress, do you absolutely need Siarpan to be online at the same time as you? Something I noticed is that you are never on when he is, almost like if you were both the same person posting under two different nicks :P (even though that's not the case) but I once remember one of you saying that it was on hiatus because you needed to contact the other project co-author first or something similar.
« Last Edit: October 01, 2014, 04:02:50 pm by DJ Omnimaga »

Offline Eiyeron

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Re: [C w/ Mode 7] Unknown project
« Reply #34 on: October 01, 2014, 03:43:32 pm »
I'm sometimes on when he is there. For that project I'll need to do lots of research about AI and graphs (for AI navigation/ track generation), that's why progress are minor on this game, even if I'm active on it.

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Re: [C w/ Mode 7] Unknown project
« Reply #35 on: October 01, 2014, 07:13:40 pm »
I somehow missed that last screen shot. That looks wonderful! :D

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Re: [C w/ Mode 7] Unknown project
« Reply #36 on: October 01, 2014, 09:52:47 pm »
I'm sometimes on when he is there. For that project I'll need to do lots of research about AI and graphs (for AI navigation/ track generation), that's why progress are minor on this game, even if I'm active on it.
In the worst case scenario, if you decide to do an F-Zero game you could just go the cheap route like on the SNES and make the AI cheat so that it's always behind you :P

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Re: [C w/ Mode 7] Unknown project
« Reply #37 on: October 02, 2014, 02:46:02 am »
Nah it's not fun, with a bit of steering based path following, a little Ai to decide what path to follow and some hard work, that should be possible, we have more pure processing power (except the fact that the CPU does the graphics too :/)

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Re: [C w/ Mode 7] Unknown project
« Reply #38 on: October 02, 2014, 11:29:20 am »
Indeed, it's more of an idea I had if you ever run into extreme speed issues. You could always make the game so that the HUD uses the side of the screen and the mode 7 area only 96x48 with a scrolling backdrop if that was the case, though.

What would be kinda funny, though, is if the AI was actually slower than the graphical rendering :P

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Re: [C w/ Mode 7] Unknown project
« Reply #39 on: October 02, 2014, 12:28:45 pm »
Yeah, I should have said that I worry about the remaining power for all the game mechanics once I apply the Mode7. That's quite the heavy thing you know.

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Re: [C w/ Mode 7] Unknown project
« Reply #40 on: October 02, 2014, 01:05:49 pm »
One main issue would probably be to code the pathfinding algorithm, although ZippyDee posted a tutorial once somewhere on the forums so that could help. That's unless of course each track got a pre-made pattern that every opponent car follows, but even then you need to code collision and make the cars go back on their path after colliding.

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Re: [C w/ Mode 7] Unknown project
« Reply #41 on: October 02, 2014, 03:27:50 pm »
The hardest part will be collisions. Having to deal with tracks having two different slopes will be quite hard but concerning the direction, we think that we'll use a graph system more or less independant of the track (something like the waypoints), that'll be quite flexible to support items or shortcuts.