This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Matrefeytontias
Pages: 1 ... 27 28 [29] 30 31 ... 133
421
« on: May 11, 2014, 05:12:43 am »
I mean Ikaruga, the Dreamcast game by Treasure (and later the GameCube, XBox and Android port). Although I love IkarugaX, I'm not porting it since it's already a clone EDIT : poll added
422
« 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
« on: May 10, 2014, 04:52:02 pm »
Sometimes they do, but this one shall not. Thanks everyone
424
« on: May 10, 2014, 02:37:39 pm »
That's epic nice work on these !
425
« on: May 10, 2014, 02:21:02 pm »
Unexpected, but much waited for Nice work, I'm definitely downloading it now !
426
« 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. 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
Yeah, but I'm more referring to the actual game. Anyway, nice work
Thanks
427
« 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
« 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
« 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
430
« on: May 10, 2014, 03:48:07 am »
Oh hey ! It's been a while Nice to see you're still working on calc stuff I can't think of anything to add to nSDL for now. It always had what I wanted it to have.
431
« on: May 09, 2014, 05:46:49 pm »
Holy necropost Batman ! 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 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 You can expect screenshots by tomorrow (it's midnight here right now), this time for real
432
« 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
« on: May 08, 2014, 11:53:42 am »
I tried some searches, but nothing helped.
434
« 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
« 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
Pages: 1 ... 27 28 [29] 30 31 ... 133
|