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Messages - Matrefeytontias

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1486
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 04, 2013, 11:14:29 pm »
I don't think so, because the shape of the track doesn't seem to fit for a tilemap - it has too many curves and stuffs.

And for collision, I noticed that a colour that was in a certain part of the map (by part, understand the road, the plasma balls on each side etc) was not in any other. So to make collision detection, I can just test the area of the ship and see if it contains a certain colour or not. And I still can use the 4-bits identifier of the pixel to detect collision - faster than accessing the scren.

1487
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 04, 2013, 11:08:34 pm »
@squidgetx in the screenshot I draw pixels 2 by 2, because drawing each pixel make the game so slow that it's unplayable (yeah DJ_O, 4 times slower).

For now I use a giant raw bitmap as a map, because I can just pick up a pixel and display it - the color has the exact good format.

What I planned is to encode each pixel of the map with 4 bits (instead of 3 bytes with the actual map). The main idea is that a pixel can either be a colour or a pixel of a texture. This difference is set using the actual value of the pixel. What I planned is :

If the 4-bits value of the pixel is lesser than 4, fill it with the corresponding colour of a 4 colours-palette.

If it's from 4 to 15 inclusive, then display it as a pixel of the corresponding texture loaded from a 12 textures array.


This should divide the size of the maps at least by 6 - and the original SNES Mute City map will still be more than 2Mb O.O

1488
Other Calculators / Re: Meh epic clakalator aminashun
« on: January 04, 2013, 04:55:39 pm »
Can't download it, can you attach it to a post ?

1489
nSDL / Re: nSDL 1.0.2—A very fast & robust graphics library
« on: January 04, 2013, 04:24:57 pm »
Thanks for that :)

Do you think you'll port SDL_Image to Nspire someday ? It would be really, really useful to load various image formats :)

1490
Reuben Quest / Re: Reuben Quest Axe Remake
« on: January 04, 2013, 05:29:44 am »
Hmmm, dats interesting ;D
* Matrefeytontias wonders if he can do this in Axe ...

1491
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 04, 2013, 05:17:57 am »
Well, I let people who have an Nspire test :P (I can't have mine, so I'll test my game a few months later)

Also, big update !

Camera placement is now resolved, the ship is at the origin - this result in a much better gameplay. I drew a sample map to test the engine (and be sure that it works), and I made the movements smooth, like if you actually were in the ship :)

I don't have collisions at all, so you can make your way outside the map - but I don't think it's safe for your calc ...

See the first post for the screenshot ;)

Downloads of the current version : Executable and sample map (beware, this latest is 1MB, I really need to implement PNG reading).

1492
General Calculator Help / Re: How are Nspire OS apps defined?
« on: January 03, 2013, 07:06:19 pm »
And why not "how to build one" :ninja:

1493
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 03, 2013, 07:04:58 pm »
It was the only texture I could think of at this moment ;D but don't worry, there will be better tracks than this one :P

1494
TI-Nspire / Re: DrillMiner
« on: January 03, 2013, 07:01:09 pm »
Are you using nSDL ? If so, I can provide you a getPixel routine I wrote :) else, you can find in the file utils.c of the Ndless sample "particles" a getPixel function which deals directly with the screen.

1495
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 03, 2013, 06:57:27 pm »
Nope, not at all :P in fact it has nothing to do with this program. It's something completely different of the tunnel.

1496
TI-Nspire / Re: [C] F-Zero : trackSpire
« on: January 03, 2013, 06:36:03 pm »
@TheNightenedOne yeah it can be helpful :) I'll first draw a sample for you to see over-looking of it.

@tr1p1ea I'll use full pictures for that.

@squidgetx yeah I know, but don't worry, I'm only in early testing stage :) I didn't really care of those details when I made the firsts builds of the engine.

1497
nSDL / Re: nSDL 1.0.2—A very fast & robust graphics library
« on: January 03, 2013, 08:26:13 am »
Oh yeah, I didn't think of it that way ...

1498
TI-Nspire / Re: Mode 7 with Ndless !
« on: January 03, 2013, 06:09:40 am »
I created another topic F-Zero : TrackSpire because it's now the subject. So I lock this topic.

1499
TI-Nspire / [C] F-Zero : trackSpire
« on: January 03, 2013, 06:07:32 am »
THIS POST IS OUTDATED !!! SEE THE LAST PAGE OF THE TOPIC INSTEAD.

Hey guys,

Since I'm back working on Mode 7, let's make a game out of that :P

For now the Mode7 perspective engine is done, and I wrote a masked sprite routine (for transparency), but that's all for now.

I'm actively working on it, so I'll post update regularly :)

Screenshots history (from newest to oldest) :

Spoiler For Gif support for maps, original Mute City 1 map from SNES F-Zero !:

Spoiler For Moved origin, acceleration/deceleration and sample map:

Spoiler For Masked sprite:

Spoiler For Mode7 engine working !:

Share comments :)

(if you want to test the program, both files must be in the same directory)

1500
TI-Nspire / Re: Mode 7 with Ndless !
« on: January 03, 2013, 05:43:57 am »
Sprite ! ;D

I post with only this small update because it was such a pain to make the texture load relative and the masked sprite routine :P


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