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Messages - Matrefeytontias

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1636
TI Z80 / Re: [Axe] Axometry, an Axe version of Geometry Wars
« on: November 04, 2012, 01:45:12 pm »
I don't know, I couldn't test thepenguin77's version :P

For now, it's the square of keys around 5 to move, and the one around x,t,Θ,n to fire.

My goal is to do my own Geometry Wars, but since there isn't two games like this one, it'll be hard to do two really different ports.

@Vijfhoek : I don't know much things in trollfaces, so I picked up the wrong one ;D changing it

1637
TI Z80 / [Axe] Axometry, an Axe version of Geometry Wars
« on: November 04, 2012, 01:41:38 pm »
Hi guys !

I searched for Geometry Wars on Ti-Calc, and found the one of thepenguin77. Then I downloaded it and ...

Quote from: thepenguin77
Only for 84+, sorry.

Spoiler For Spoiler:

So, since I only have a 83+.fr, I decided to make my own Geometry Wars, and since I'm not that good in ASM, I'll do it with Axe ;D

I've done the mapping and movements engine, and I've nearly finished the shoot engine, I just have to make the bullets collide with the map. I have 8 moves directions and 4 fire directions.

But just have an eyecandy ;)



Be sure that it's faster on-calc ;D

For now, it's already 2K6 bytes in Noshell.

I'll release it later ; share comments :)

1638
TI Z80 / Re: A new way to use subroutines : why not in an app ?
« on: November 04, 2012, 08:06:46 am »
Hm, yeah, I'll change the already existing funcs into these ones. Good idea ;)

But no, I can't build a CAS even if I'm motivated :P

1639
@Lancelot_du_lac do you want to make C++ a sort of script language ? If so, I recommend to use libgcc for on-the-fly compilation, so you'll have maximal speed.

Also, I think that it should be cool to use Python as basic language, and allow the use of import, so the user'll can use external libs such as PyGame or PyGTK, if we success in porting them (if there really is a need to port something).

1640
So, what will you need on the software side ? Just to make sure that I really can do something :P

1641
Humour and Jokes / Re: Funny #omnimaga quotes (NSFW)
« on: November 02, 2012, 06:36:15 am »
Your amount of PMs is your post rating DJ_O :P

1642
TI Z80 / Re: A new way to use subroutines : why not in an app ?
« on: November 01, 2012, 06:30:31 am »
@DJ_O It's fully useable and doesn't contain any bug if you use it correctly ;) Just respect the format I described in the first post for your apps and it'll be ok.

@Hayleia good idea, it's just that newbies will have a hard time with pages :/

1643
I think I'm good enough with C++ to help in some way :) but I won't help in maths (or really a little bit) since I'm in highschool (en première en fait ;) ). And I'm pretty good with Qt :thumbsup:

1644
Axe / Re: [Axe] Messing with 3D
« on: October 28, 2012, 08:47:26 am »
So in fact, to decrease distortion I have to increase F ? ???

1645
Axe / Re: Messing up with 3D
« on: October 27, 2012, 04:19:34 pm »
Nobody can help me ?

1646
Axe / Re: Messing up with 3D
« on: October 27, 2012, 06:08:49 am »
I tried with 16→D and 16→F, and got something weird O.o :



I only changed distance (D) and distortion (F) ???

1647
Axe / [Axe] Messing with 3D
« on: October 26, 2012, 05:16:02 am »
Hi guys !

I'm working on 3D with vertices ("vertex" or "vertices" ?) and I'm having precision problems (well, I think that's it). Just see :



Here's my code :

The main program :
Code: [Select]
:.VERTEX3D
:
:Fill(L3,768,0
:
:ᴱ90D3→°ScrP+2→°AngX+2→°AngY+2→°AngZ
:L3→ScrP
:
:0→AngX→AngY→AngZ
:
:‾1
:For(256)
:sin(+1→r1)→{r1+L1
:cos(r1)→{r1+L2
:r1
:End
:
:Data(‾10,‾10,‾10)→GDB1VERT
:Data(‾10,‾10,10
:Data(10,‾10,10
:Data(10,‾10,‾10
:Data(0,10,0
:
:Data(0,1,1,2,2,3,3,0,0,4,1,4,2,4,3,4)→GDB1LINE
:
:Data(0r,0r,0r)→GDB1WORK
:Data(0r,0r,0r)→GDB1CAM
:
:5→V
:8→L
:32→D
:32→F
:
:While 1
:
:prgmVERTEX
:
:DispGraphClrDraw
:getKey(4)-getKey(1)*2+AngX·255→AngX
:getKey(3)-getKey(2)*2+AngY·255→AngY
:getKey(49)-getKey(53)*2+AngZ·255→AngZ
:EndIf getKey(15)

The 3D engine :
Code: [Select]
:.Vertex and shape drawing
:
:D*sign{AngX+L1}//128→{GDB1CAM+2}r
:D*sign{AngX+L2}//128→{GDB1CAM+4}r
:{GDB1CAM+4}r*sign{AngY+L2}//128→{GDB1CAM+4}r
:D*sign{AngX+L2}//128→{GDB1CAM}r
:{GDB1CAM}r*sign{AngY+L1}//128→{GDB1CAM}r
:
:For(r1,0,V-1)
:sign{r1*3+GDB1VERT}-{GDB1CAM}r→{GDB1WORK}r
:sign{r1*3+GDB1VERT+1}-{GDB1CAM+2}r→{GDB1WORK+2}r
:sign{r1*3+GDB1VERT+2}-{GDB1CAM+4}r→{GDB1WORK+4}r
:
:.Y rotation
:{GDB1WORK+4}r→H
:‾{GDB1WORK}r*sign{AngY+L1}-({GDB1WORK+4}r*sign{AngY+L2})//128→{GDB1WORK+4}r
:‾{GDB1WORK}r*sign{AngY+L2}+(H*sign{AngY+L1})//128→{GDB1WORK}r
:
:{GDB1WORK+4}r→H
:.X rotation
:‾{GDB1WORK+2}r*sign{AngX+L1}+({GDB1WORK+4}r*sign{AngX+L2})//128→{GDB1WORK+4}r
:{GDB1WORK+2}r*sign{AngX+L2}+(H*sign{AngX+L1})//128→{GDB1WORK+2}r
:
:.Z rotation
:{GDB1WORK}r→H
:{GDB1WORK}r*sign{AngZ+L2}-({GDB1WORK+2}r*sign{AngZ+L1})//128→{GDB1WORK}r
:{GDB1WORK+2}r*sign{AngZ+L2}+(H*sign{AngZ+L1})//128→{GDB1WORK+2}r
:
:F*{GDB1WORK}r*32//{GDB1WORK+4}r→{r1*4+ScrP}r
:F*{GDB1WORK+2}r*32//{GDB1WORK+4}r→{r1*4+ScrP+2}r
:End
:
:For(r1,0,L-1)
:r1*2+GDB1LINE→A
:{{A}*4+ScrP}r//32+48→X
:{{A}*4+ScrP+2}r//32+32→Y
:{{A+1}*4+ScrP}r//32+48→Z
:{{A+1}*4+ScrP+2}r//32+32→T
:Line(X,Y,Z,T
:End

If you see anything wrong ...

1648
Heya Saintrunner ! It's been a while :D

1649
TI-Nspire / Re: [C] SpeedX 3D reaches your Nspire !
« on: October 18, 2012, 01:47:48 am »
Nope, I won't do that. In fact, what I planned is making 4 different levels, which are 4 different speeds.

1650
TI-Nspire / Re: [C] SpeedX 3D reaches your Nspire !
« on: October 17, 2012, 02:04:03 am »
@AzNg0d1030 That's not it ; in fact due to the way I display the obstacles they appear two times : one at a normal distance and one far away. So when the place of the obstacles you just avoided change, the place of the buggy obstacles changes too, even if they are far away. It'll be resolved when I'll remove the moiré.

@lkj no, I meant "collision detection works now" :P

And yeah, I planned highscore, I just forgot to write it ;D

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