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Messages - Plokki
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« on: July 11, 2015, 02:16:09 pm »
I hope this is the final version Changelog: -A cool menu -You are invinsible a little time after hitting an obstacle and the screen is inverted. -Your score is saved -The "spider view" inverts the hole program -An indicator appears when you have 1 or 2 boosts -The program is now an app -The Menu disintegration occurs only if there is enough RAM (I don't know exactly how much it takes ~1600 bytes), and it works with everything, it just needs at least 1 pixel on. You can still download it here: http://tiplanet.org/forum/archives_voir.php?id=279466If you have any question or idea or if you found a bug, I'm here
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« on: July 09, 2015, 04:26:03 pm »
I haven't seen that i had so many answers I agree, it looks amazing! The only thing is that it feels like turning/twisting the screen is a little slow, i'm not sure how the original game was and if it was also that way there. Otherwise i'm really impressed, great work! It looks beautiful
That's true, in the real game you can rotate the screen really fast by tilting more your phone but on the calculator getkeys are not adaptative and you just couldn't control your trajectory. I played the demo, and let me just say, this already seems better than Matref's attempt at a 3D tunnel game
I just have to ask, though...sometimes, the boards (you know, the black rectangles) look like they have white Xs on them, but they disappear. Not sure what that's about.
One other thing is that, for example, when there's a lot of panels at once coming at you, it's hard to know exactly where they reside spatially. But that's just my opinion. Keep up the great work, I love this game already!
The white cross is the collision detector, it appears on the rectangles that you are going to hit if you don't move. Yes, Matref's tunnel is in normal speed mode and I think it is a good attempt, it's obvious that no one (That's my opinion but if someone wants to proving I'm false, I'll wait for it ) can make this kind of game without fullspeed. After all, I've only 70 points and 140 lines calculated on each frame (+ some rectangles and basic textures). There is an other thing you must not forget: the tunnel is in 3D but the tunnel trajectory is only in 2D: it only turns left or right. I noticed something: you don't have invincibility after hitting a beam so you can die really fast in a spiral or if a panel is behind another.
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« on: July 07, 2015, 01:06:46 pm »
Thanks for this quick reply I've updated the download link with the last version of my program: http://ti-pla.net/a279466The source code is theta_BOOST and i'm using an appvar (AXECOS).
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« on: July 07, 2015, 10:42:10 am »
hello, i tried axe 1.3.0 and the speed is amazing, no bugs, great job ! The only thing is that the auto backup doesn't work (it can be on or off, it doesn't change anything). I saw that you've done an update on July 1 so I used it to compile my tunnel game but I have something very weird: the programs compiled with axe 1.2.2 or axe 1.3.0 (first version) is 6877 bytes tall but the program compiled with axe 1.3.0 (2nd version) is only 6670 bytes, the source code is the same on each time with 5409 bytes. And the result is bugged but it doesn't crash. I don't know at all what happened but I hope you can fix it.
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« on: July 05, 2015, 05:11:26 pm »
It's done ! the Boosts work and i made a custom score font.
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« on: July 04, 2015, 09:52:41 am »
Thanks ^^ I think i'll add a collision indicator to show if you are going to crash you into a beam or not. But for now, i'm trying to make the boost texture.
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« on: June 20, 2015, 01:26:27 pm »
Hi ! I have done a big update in my game because I added obstacles I have made my own fill algorithm and I use it in the game (only the screen game is at 15Mhz) Themachine02 helped me to optimise the 3D but I'll have to improve my fill algorithm. The next thing to do is to add collision and I could give you a demo Please tell me if you think i need to change something
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« on: June 04, 2015, 02:07:10 pm »
Like I said before, it's just an fps indicator. You count in your head the time it takes to reach the bottom: 64 pixels in ~8 sec = 8 fps
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« on: June 04, 2015, 01:28:48 pm »
I don't use any library or axiom, I make everything by myself It's done ! I added rotations and I moved the point of view down, like in the real game. The game is still running at 6Mhz but fps decreased a lot, I will have to put it in full speed mode later
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« on: June 03, 2015, 08:16:29 am »
Thanks ^^ A little update: the tunnel is drawn on the whole screen, i'll add the rotations now.
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« on: June 02, 2015, 02:29:26 pm »
Hello ! It's my new project . I want to make a port of the boost game, on iphone: https://www.youtube.com/watch?v=S2AWnkF2SSU But now, some screenshots:
1. You can see curves that will be the path of the tunnel 2. The points define the sections of the tunnel 3. The tunnel in 3D with 4 sides 4. Better graphics and 8 sides 5. Actual version with 10 sides The point in the left hand side is moving down by 1 pixel per frame. There are 60 points and 110 lines. I think it runs at 10 or 15 fps, in 6Mhz mode.
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« on: May 13, 2015, 12:45:41 pm »
Hello i'm new on omnimaga an i want to show you a program i've made in axe. I am french so my english can be strange The game is called Metro Siberia and is an adaptation from a flash game with a cool music that you can try here: http://www.zebest-3000.com/jeux/jeu-2456.htmlThe aim is to control a triangle (it represents an aircraft or something like that). The aircraft is constantly rotating down and you need to make it pointing up to avoid obstacles (you have only one button so it should be easy ). The map is not random so it is big (10 000 bytes). There are animated decors like doors or falling spikes, etc... The map is divided in 11 areas with their own speed and gravity. You can download it here: http://tiplanet.org/forum/archives_voir.php?id=224108 please, try it and say me what do you think about it if you want to see the game develepment: http://tiplanet.org/forum/viewtopic.php?f=12&t=15907 (it's in french).
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