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TI-Nspire / Re: Nspire Raycaster
« on: April 14, 2010, 02:10:23 pm »
Wow that's amazing, it looks really good. I've been waiting for something like this. The possibilities are endless! Very nice work. Keep it up.
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TI-Nspire / Re: Nspire Raycaster« on: April 14, 2010, 02:10:23 pm »
Wow that's amazing, it looks really good. I've been waiting for something like this. The possibilities are endless! Very nice work. Keep it up.
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TI-Nspire / Re: CAS OS on Standard TI-nspire [development idea]« on: April 13, 2010, 01:56:00 am »
The thing about the keyboard layout is that the SAT and ACT define a computer as a device with a screen and a QWERTY type keyboard that can store information. Computers are not allowed, however calculators are. The reasoning is that you could copy the test down onto such a keyboard equipped device. then use the test questions at your leisure to find out the answers to take it again and cheat the test. There are a few versions of the test, but a small group of people doing this, along with a few days of analysis could result in several people getting scores that are not realistic.
Personally I think TI needs to get off their high horse about open source development. The only thing they've accomplished by encrypting their stuff in the past and present, is to make a whole generation of programmers angry and want to break in that much more. If they simply just let us program these things, and supported it, there wouldn't be this many problems. 109
TI-Nspire / Re: Nspire Raycaster« on: April 13, 2010, 01:21:28 am »Quote Or, you could have it simply cut off at the ends Good call, that's what I'd suggest, since you're drawing wall slices as if they were vertical sprite slices of the wall, clipping in the space provided shouldn't be too much of an issue. You won't have to worry about coding a tiling routine for the textures, they would simply clip to the drawing space you calculated. I'm pretty much blown away by the way. Quite impressive. I can't wait for this to be completed, my mind is already turning with things I want to do with this engine. *diabolical grin* 111
I coded the basic engine behind the mini game, as it is now, all you can do is run around and kill a never ending flood of enemies, and try to stay alive as long as possible.
I think I'm going to break up the flow of enemies in a level system, just like in the Nazi-Zombies mini game in Call of Duty. And give the player a pause between the flood of enemies, to buy weapons, health packs, armor packs and ammo. I also altered the enemies code a bit. Now when you start a level, the enemies start wandering around, instead of waiting in one spot for the player to enter a room. And they can open doors, so you never really know where they are in the level, so it adds a bit more excitement when playing. They usually stay in the same general area, but because you can't count on them being in the exact same place every time, it makes it a bit more interesting. I need to add a bit of menu stuff to allow you to choose to play in story mode, or mini game mode. When I have that, and the purchasable items implemented, I'll post a screen shot, or if I deem the new code to be stable enough, maybe a demo of the new stuff. 112
TI-Nspire / Re: Nspire Raycaster« on: April 07, 2010, 06:44:24 pm »
Maybe the scrolling could be set by the client program, so that each game could scroll the background as they liked. Plus that could allow a program to use the background to make clouds moving in the distance when the player stood still. It would make programming games for the engine much more programmer friendly.
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TI-Nspire / Re: Nspire Raycaster« on: April 06, 2010, 07:30:20 pm »
While it does take a bit of calculations for filling a space with a solid color, it's still much faster than a floor texture due to the fact that you're only calculating the size of the space to be filled and setting those pixels to a color, rather than finding the pixel in the texture for each pixel on the floor, then drawing the corresponding color of the texture to that pixel.
A solid color still requires extra calculations in the engine versus no floor, but it's a better alternative than a textured floor on a platform like this. A creative client programmer can make the resulting game look just as good as with floor textures, by compensating for the less complex image by using more interesting wall textures and more sprite objects in the level to suggest themes for rooms and areas. Plus having a background image will add to the illusion that you are inside, making the space seem larger than it actually is. Also if the background image scrolls with the player's rotations, the rotation of the walls around the camera will look more realistic. 114
TI-Nspire / Re: Nspire Raycaster« on: April 02, 2010, 09:00:49 pm »
Well backgrounds could be used in place of floor textures, I used that method to make a "floor" in DOA. I can see how the actual floors would be done pixel by pixel, I wonder if there might be another way around this though, like a tile map that was stretched to the perspective of the floor, and then drawn before the walls were drawn. Like a Mode7 engine built into the rendering loop. I wonder if that could be done and make things look real still.
I'm also wishing I had an nSpire right about now, things seem to be getting pretty interesting with them. 115
TI-Nspire / Re: Nspire Raycaster« on: April 02, 2010, 01:07:48 am »
Not a chance.
Who knows, I may decide to just port DOA straight over to the nSpire as my next project, but this time with more functionality. Also, what's the current resolution of the textures? and do you plan on adding background image support or floor textures or even more epic both? 116
TI-Nspire / Re: Nspire Raycaster« on: April 02, 2010, 12:53:26 am »
When this comes out, I think I may have to put my next project on hold so that I can write a game for this engine! Keep up the good work, so that I can show off your engine's capabilities!
By the way, if you could figure out how to do it, it would be awesome if you could make walls with transparency. It would be a neat feature. I think the only way this would look correct is if the "wall" was rendered like a sprite with a fixed rotation angle, and then rendered in the center of the space for a wall, that way games could use that to make fences or similar barriers that you could see through. I think there would have to be two types of this, one at the horizontal angle, and one at the vertical, so that the engine knew which way to render. Just a thought I had, I wanted to use something like this in my games before. Also, do you plan on adding support for different heights of sprites? If so I could make use of your engine's looking up and down feature, by adding a weapon that can shoot up and down as well as left and right. This would end up being probably the most advanced FPS for a calculator that I know of. Now whether or not I could pull something like that off effectively or not is another matter, but if I can't someone else probably could. Anyways, I'm pretty much amazed at the quality of your engine, and I can't wait to get my hands on it to see what it can do. Good work! 117
Actually, i just altered some code in the game engine so that the save/load function doesn't have to save so many things. If I were to compress the file, it would probably be very small, but take much longer to load. The game auto saves when you advance to a new level, so it would probably slow down that process to compress and decompress the save file a bunch of times.
I added that feature in because people forget to save when they get to a new level and lose their progress. 118
Thanks
Yeah definitely, all the wall textures are designed to blend in with each other so they are very difficult to find, even if they are plainly visible in the room. I plan on adding a few more types of hidden areas to spice things up as well. Also; I've gone through the code for my save game/load game feature and edited it. I removed some code that was unnecessary and reduced the average save file by about 2,200 bytes or so. The maximum save file size is 10,200 bytes. so its still pretty big, but I'm still figuring out ways to pare that down to a more manageable size. My goal would be to reduce that to about 6,100-ish bytes, that's assuming I can remove the section of the save/load function I've been thinking of working out of the code somehow. Also I've been altering the way that the game accesses some of the data that the game uses, it now requires a bit less code to access some commonly used things. I'm not sure how much ram that might save, but I'm hoping that it's significant. If nothing else it makes my life a bit easier, and makes the code a lot simpler. Anyways, I've started coding the mini game but I don't really have anything to show for it yet, most of what I've done so far is just structure stuff to make the mini game run. When I get more done I'll make a screen shot. |
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