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Messages - Matrefeytontias

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421
TI-Nspire / Re: [Ndless] nKaruga
« on: May 11, 2014, 05:12:43 am »
I mean Ikaruga, the Dreamcast game by Treasure ;D (and later the GameCube, XBox and Android port).

Although I love IkarugaX, I'm not porting it since it's already a clone :P

EDIT : poll added

422
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: May 10, 2014, 04:54:35 pm »
So everything works as far as I've tested things (Ndless 3.1 r914) ; the blur is indeed very annoying (but can get better if you fiddle with the contrast), and it would be cool if you could diffuse brightness equally according to the whole pixel and not only what seems to be the red channel. I'm pretty sure I saw a formula for converting RGB colors to an arbitrary gray level, but IIRC it implied 3 floating-point multiplication - I'm pretty sure you can deal with it with fixed-point though.

423
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: May 10, 2014, 04:52:02 pm »
Sometimes they do, but this one shall not.

Thanks everyone :D

424
TI Z80 / Re: [Axe] Hinawa Battle Engine
« on: May 10, 2014, 02:37:39 pm »
That's epic :D nice work on these !

425
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: May 10, 2014, 02:21:02 pm »
Unexpected, but much waited for ;D

Nice work, I'm definitely downloading it now !

426
TI-Nspire / Re: [Ndless] nKaruga
« on: May 10, 2014, 02:18:36 pm »
Motion blur could be implemented by reading storing a few older screen buffers, making everything transparent with Z=0x7FFFFFFF and drawing it on top. That should scale linear performance-wise with more blur, but if you optimize it a bit, you should get >30 fps out of it if you don't draw too many triangles.
Maybe that's possible with crafti but that's because you put motion blur on everything. For a SHMUP, motion blur must apply only to bullets and explosion, so you can't go with a per-buffer basis.

Quote
By the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ?
If you implement different levels, I guess it should alternate, maybe even upside-down?
I'm trying to stay relatively true to the original, so it's going to be either one way or another. I was wondering if I should privilege screen width or screen height.

EDIT : ninja'd by Hayleia

By the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ?
I don't know if you plan to include a GUI but if you do, you can get your screen to become a square by putting the GUI either on the left or on the right and then the problem doesn't exist anymore :P
Yeah, but I'm more referring to the actual game.

Anyway, nice work :)
Thanks ;D

427
TI-Nspire / Re: [Ndless] nKaruga
« on: May 10, 2014, 11:06:33 am »
Of course I will. 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).

By the way, something I was wondering : would the game be better played vertical (like in the screenshot) or horizontal, due to the screen's dimensions ?

428
TI-Nspire / [Ndless] nKaruga
« on: May 10, 2014, 10:28:08 am »
Yes. Apparently I wasn't completely satisfied with IkarugaX for z80 calcs (in action here :
), so I thought "mh, what if I add colors, moar pixels and moar CPU". I thought about it and the answer popped in my head : moar awesome.

It's being programmed in C++, and I'll try to stay true to the original on the level design side. Of course it won't have super-amazing 3D graphics, 2D motion blur and all that shit (unless I find a GPU that works on Nspire calcs), but I'll really try to make it beautiful.

Screenshot coming in a minute.

EDIT : here you go



Of course the questionable quality is because of the recording.

429
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: May 10, 2014, 03:55:46 am »
My team and me promised that we would finish this one. There were many unachieved Worms clone, and it would be too sad to never see the actual game on a calculator.

But for now, I promised a screenshot ;D


430
Oh hey ! It's been a while :D Nice to see you're still working on calc stuff ;D

I can't think of anything to add to nSDL for now. It always had what I wanted it to have.

431
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: May 09, 2014, 05:46:49 pm »
Holy necropost Batman ! O.O

Well, a lot of things happened lately, so I stopped working on anything for quite a long time.

But now I'm back on Worms :D what is good is that the game (that you lost) is now significantly more stable. Also, it's more optimized (around 10 kb by now, but still an app), and the banana works better ;D

You can expect screenshots by tomorrow (it's midnight here right now), this time for real ;D

432
Calculator C / Re: Setting up a C++ environment for Ndless ?
« on: May 08, 2014, 04:17:28 pm »
I meant : I know how to compile C programs, but not C++.

But I found why it wasn't working : I use to use the .cc extension for C++ programs. A quick look at the makefile told me it had to be .cpp files. Now it works.

433
Calculator C / Setting up a C++ environment for Ndless ?
« on: May 08, 2014, 11:53:42 am »
I tried some searches, but nothing helped.

434
ASM / Re: Learn Hex/NikProgrammer
« on: May 08, 2014, 08:04:47 am »
I mean, she's the only one to have done it on the TI calcs.

No. I too.

435
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: May 07, 2014, 10:13:42 am »
Hum, due to our impossibility to interpret 4D environments, I don't especially think that would be awesome :P

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