Author Topic: Psychedelic Tunnel  (Read 7685 times)

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Offline apcalc

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Psychedelic Tunnel
« on: April 23, 2011, 11:46:26 am »
« Last Edit: April 23, 2011, 11:47:16 am by apcalc »


Offline mikehill2003

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Re: Psychedelic Tunnel
« Reply #1 on: April 23, 2011, 11:47:15 am »
Psychedelic Tunnel
http://www.omnimaga.org/index.php?action=downloads;sa=view;down=657

 :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper:
                                                 :hyper:
 :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper: :hyper:

Joking aside, very nice work!
« Last Edit: April 23, 2011, 11:48:27 am by mikehill2003 »

Offline Stefan Bauwens

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Re: Psychedelic Tunnel
« Reply #2 on: April 23, 2011, 12:54:43 pm »
Psychedelic Tunnel



http://www.omnimaga.org/index.php?action=downloads;sa=view;down=657

Screenshot (thanks DJ!):


Nice work, Apcalc.

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Offline Munchor

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Re: Psychedelic Tunnel
« Reply #3 on: April 23, 2011, 12:55:56 pm »
@apcalc: Very nice job! Perhaps the car/player could be bigger, but it's looking really nice.

Offline ingalls

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Re: Psychedelic Tunnel
« Reply #4 on: April 23, 2011, 06:17:44 pm »
Great Job! I can't wait to get a CX so I can play it on a color calc. I tried it on ny nspire so I got 16 shades of beautiful grayscale :)

Maybe a small arrow instead of a single dot, maybe something like the up character in the tinspire characters dialogue...

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Offline apcalc

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Re: Psychedelic Tunnel
« Reply #5 on: April 23, 2011, 06:50:23 pm »
Yeah, I'll fix the "ship" to make it an arrow.  I made this game in less than an hour, and it was easier to type gc:fillRect(stuff) than to script out what was needed for the arrow. :P


Offline Deep Toaster

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Re: Psychedelic Tunnel
« Reply #6 on: April 23, 2011, 11:00:18 pm »
Nice! That would work on a Prizm too :D




Offline ingalls

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Re: Psychedelic Tunnel
« Reply #7 on: April 23, 2011, 11:25:26 pm »
@apcalc - Sounds good!  ;D

Just a suggestion, for my objects in nFighter, I printed out a 10x10 grid then labelled the coords and then typed it in. I found that it went a bit faster than doing it in my head but maybe I'm just a bit lazy :)

Offline TsukasaZX

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Re: Psychedelic Tunnel
« Reply #8 on: April 24, 2011, 06:38:15 am »
Am I the only one who thinks this game and the flashing smiley are both health hazards to the epileptic? ???
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Offline ZippyDee

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Re: Psychedelic Tunnel
« Reply #9 on: April 24, 2011, 06:55:24 am »
Am I the only one who thinks this game and the flashing smiley are both health hazards to the epileptic? ???
Nope, you're definitely not the only one :P
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Offline apcalc

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Re: Psychedelic Tunnel
« Reply #10 on: April 24, 2011, 06:56:44 am »
Am I the only one who thinks this game and the flashing smiley are both health hazards to the epileptic? ???
Nope, you're definitely not the only one :P

:hyper: :hyper: :hyper:


Offline Munchor

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Re: Psychedelic Tunnel
« Reply #11 on: April 24, 2011, 07:57:12 am »
I was thinking to make a 83/84+ Version of this, but instead of colours, we'd have Light Grey>Dark Grey>Black>White always shifting.

I'll give it a try.

Offline Deep Toaster

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Re: Psychedelic Tunnel
« Reply #12 on: April 24, 2011, 11:09:28 am »
By the way, how'd you do the screenshot?




Offline apcalc

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Re: Psychedelic Tunnel
« Reply #13 on: April 24, 2011, 11:11:31 am »
By the way, how'd you do the screenshot?

DJ made it for me in the computer software. :)


Offline Deep Toaster

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Re: Psychedelic Tunnel
« Reply #14 on: April 24, 2011, 11:12:14 am »
Oh, right, TI's own software. I thought nspire_emu started emulating CXs or something.