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Messages - Matrefeytontias

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391
TI-Nspire / Re: [Ndless] nKaruga
« on: May 19, 2014, 01:27:08 pm »
On a more positive note, update !

I've implemented level streams ! :D That means that enemies can now arrive on-screen in an organized manner, without me having to declare several enemies in the code - a single array of enemies is enough for the whole game, as there will be a definite maximal number of enemies on the screen at once. :)

The "levels" are scripted, and easy enough to design. Here is the current example level script :

Code: [Select]
int levelStream[] = {
enemy(110, 0, image_LUT_enemy_ship_0_light, image_LUT_enemy_bullet_1_light, callback_LUT_0, LIGHT, 1),
enemy(220, 0, image_LUT_enemy_ship_0_shadow, image_LUT_enemy_bullet_1_light, callback_LUT_0, SHADOW, 1),
cmd_killed,
LVLSTR_END
};

Here, an enemy() instruction adds an enemy to the scene. The prototype is the following :
Code: [Select]
enemy(x, y, imgID, bulletImgID, callbackID, polarity, hasRotation)Due to the project using LUTs to speed up ... well, everything that can be speeded up, no images or pointers to functions are passed. Everything is handled by IDs that are looked up in the corresponding tables. So yeah, for now that makes level editing impossible to anyone but me, but at that point of development, who cares, really :P

Next, there's the cmd_killed instruction. It's a level stream command, waiting for every active enemy to be killed or having exited the map before carrying on the level stream. I also implemented the cmd_wait(frames) instruction, whose purpose is obvious, but it's not used yet.

Then, the end of the level stream is marked by LVLSTR_END. When this point is reached, the game waits for every enemies to be killed, then quits - although for now you can't kill enemies so we'll see if that works when I'll implement collisions :P

Here's a screenshot of the above level stream :



This time, I'll really work on collision detection :P I just hope it won't slow things too much - although I'm certain that it will.

392
TI-Nspire / Re: [Ndless] nKaruga
« on: May 19, 2014, 12:40:50 pm »
Yeah well, thanks for trying to help and sorry if I sounded rude, but I really can't find any post where I said that I needed anything else than a binary cosine LUT :P

393
TI-Nspire / Re: List of all native Nspire projects
« on: May 18, 2014, 05:12:22 pm »
Oh cool, thanks :)

394
TI-Nspire / Re: List of all native Nspire projects
« on: May 18, 2014, 04:22:01 pm »
Necro,

So it's been quite a while since the site is back again, and I was wondering if it was possible to add a project to the list. I see that in order to do that you have to "let compu know", but I think a form or anything would be nice, in order to not bother compu too much each time a new Ndless project pops :P

395
TI-Nspire / Re: [Ndless] nKaruga
« on: May 18, 2014, 04:05:10 pm »
Minor improvements, I greatly sped up the rotosprite routine, throwing 4 multiplications and 2 additions out of the main loop at the (minor) cost of 4 additions. Although that worked well, that's not really worth a screenshot.

396
TI Z80 / Re: VVVVVV
« on: May 18, 2014, 12:38:29 pm »
You thought wrong. I'd want one though, for crafti/nDoom/nKaruga awesomeness.

397
TI Z80 / Re: VVVVVV
« on: May 18, 2014, 12:34:33 pm »
I don't have two Nspires, I have one TI-Nspire CAS <_< the only calculator I bought (not even with my money) is my TI-83+.fr (2010). I won the TI-Nspire CAS and TI-84+CSE to various contests.

And if I could buy a calc, that would be a TI-Nspire CX CAS (as long as it's Ndless-compatible).

398
TI Z80 / Re: VVVVVV
« on: May 18, 2014, 12:24:35 pm »
As the owner of a TI-83+ BE, I can't vote for 15 MHz mode <_<

399
TI Z80 / Re: Portal Epilogue [Alpha]
« on: May 18, 2014, 06:39:05 am »
Good luck, you'll need it :P Also, beware not to make it too similar with Builerdboy's.

400
TI-Nspire / Re: [Ndless] nKaruga
« on: May 17, 2014, 05:33:37 pm »
So in the original Ikaruga, this enemy that you can see in the previous screenshots - the most basic enemies - rotates. First, I wanted to recreate that by using SDL_gfx's rotozoomSurface function, but as the framerate dropped by nearly 60 FPS (!!!) I decided to create my own custom_rotosprite function. As a result, the speed loss is hardly noticeable :



So the sprite rotation is *nearly* perfect, obviously because of the use of fixed-point cos and sin, but as you can see it does the job pretty well. Also, I really didn't try to make it optimized, so I'm sure I can *at least* double the speed of the rotation routine (I do 4 multiplication per loop, and I'm sure I can instead do 2 additions).

EDIT (ninja'd by Eiyeron, yes I took 45 minutes to write that post) : I'm already using fixed-point, what were you thinking, that I could get that speed with floating-point ? <_<

401
Other / Re: End of Nintendo WFC. Private servers take over!
« on: May 16, 2014, 11:54:17 am »
Wait, Wii channels won't lose Internet ability as well, will them ? O.O

402
Other / Re: End of Nintendo WFC. Private servers take over!
« on: May 16, 2014, 01:02:56 am »
So, anyone playing SSBB online wanting to give me a reason to put my friendcode on these servers ? :P

403
I usually feel uncomfortable when it comes to promoting my own projects, I mean asking for relevant people to write about it. But well, dunno if I have to work on that.

If you (and admins) agree, I can (and would be very glad to) take some time to write news about games from Omnimaga. Though, are projects definitely out of the question, or can one write about one if it looks especially promising ?

404
ASM / Re: port 1 stuff
« on: May 15, 2014, 12:38:59 pm »
That's some useful information :) do you mind if I detail that on WikiTI with your name in the credits as the finder of these info ?

405
TI-Nspire / Re: [Ndless] nKaruga
« on: May 15, 2014, 12:33:58 pm »
<_< I already talked about that :

Of course I will [add backgrounds]. I will also add an option to disable them though, both for performance and for TI-Nspire non-CX support (for now the .tns works on every Nspire, but backgrounds will make the game difficult to see).

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