Show Posts

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 ... 59 60 [61] 62 63 ... 133
901
Axe / Re: can someone help me with my physics code?
« on: October 18, 2013, 04:37:51 pm »
Last solution, which will work in all cases with every speed and every wall, wherever it's on the screen, use a path-tracking routine. Here's how you do this :
  • Start at the bottom of your sprite
  • Test the pixel under it. If it's on, reset the gravity and exit the test loop, so your sprite won't move anymore since it landed on some ground. If the pixel is off, increment the Y coordinate of your sprite.
  • Repeat the previous step until you reach a pixel that is on, or until your sprite reaches the coordinate it would have if you just added the gravity to its initial coordinates.
It's not that easy to code and can be a bit slow with a high number of objects, but it can not fail if you write it correctly. Furthermore, you can super easily adapt it to work with up, left and right movement (I use this method for 4-ways collision testing in I'm Thirsty).
If you have any question, feel free to ask.

902
TI Z80 / Re: Super Crate Box
« on: October 18, 2013, 06:00:29 am »
I started my version from scratch, it's not related to this version at all. I think that this one looks better actually.

903
TI Z80 / Re: [contest '13][asm] Digger
« on: October 15, 2013, 03:00:16 am »
Looks nice :D I wonder what it will look like at the end ...

904
TI Z80 / Re: [Contest 2013][Axe] I'm thirsty
« on: October 14, 2013, 01:24:08 pm »
I did that for trying, but it didn't allow for gravity, so I went with what I have right now instead.

EDIT : to clarify, I wanted objects to be able to have an effect on the particles with real-looking gravity and motion, so I couldn't use cellular automatas.

905
TI Z80 / Re: [Contest 2013][Axe] I'm thirsty
« on: October 14, 2013, 12:57:23 pm »
Successful level loading and dragon feeding is successful !



To the right of the slash will be displayed the goal of the level - how many particles you have to give the dragon to complete the level.

906
The Axe Parser Project / Re: Axiom Requests
« on: October 13, 2013, 12:40:49 pm »
I see two things that I think are not right :

  • MaxLength and the actual length of the array both take 1 byte. That's not enough in most situations. For example, in IkarugaX my bullet engine handles 192 bullets, and each bullet is an 11-bytes entry. 192 * 11 = 2112, which won't fit in 1 byte.
  • I can't see any function to retrieve individual elements from an array ...

Also, IMO in LScanD you should just stop the scan instead of deleting the current element if HL ≠ 0.

907
TI Z80 / Re: [Axe] Ikaruga X
« on: October 13, 2013, 03:54:36 am »
Thanks everyone :D level 5 is coming soon ;)

908
TI Z80 / Re: [Axe] Ikaruga X
« on: October 12, 2013, 06:50:52 am »
Super mega necro bump of hell of death of nightmares of the forgetfulness,

Although I didn't post about it, I stopped developing the game for a big month and went back to it last month. I fixed level 3, which turned out to be way too hard, and finished level 4 :)

Also, the game is now 15 122 bytes, and development is coming to an end ! Due to space restrictions, I had to move every boss image out of the main program (thus freeing 780 bytes), so you'll have to run Asm(prgmIKSETUP) before running the app. You'll also need the new prgmIKRGLVLS, attached of course.

So now you have 4 levels to beat, and I only have one more to code :D I'm kinda sad that the development is nearly finished though, it was real fun programming it ... but I'll can play it instead :D

Aaaaaand ... animated screenshot ! As you can see, 4th boss destroyed me D:

Stay tuned, game is near completion ;)

909
Humour and Jokes / Re: Weird/funny pictures thread
« on: October 12, 2013, 03:22:04 am »
XD I was not ready for this

910
TI Z80 / Re: [Contest 2013][Axe] I'm thirsty
« on: October 10, 2013, 02:10:20 pm »
I finally decided to change the plot a bit : you have to feed the dragon with solid drops of kerosen (easier physics) ;D

So here's the promised screenshot :) :



Of course the gray is smoother on-calc.

Currently all physics and level drawing are already done. What you see in the screenshot is what will become the Sandbox mode ; I do the effect of a bomb by pressing [stats]. Bomb will be one of the available objects ;)

911
TI Z80 / Re: [Contest 2013][Axe] I'm thirsty
« on: October 10, 2013, 11:50:42 am »
Teleporters are definitely out of the question :P but screenies are coming tonight (in a few hours) ;)

912
TI Z80 / Re: [Contest 2013][Axe] I'm thirsty
« on: October 10, 2013, 03:55:08 am »
Yeah that's mostly the concept. And I planned a level editor + a sandbox :)

913
TI Z80 / [Contest 2013][Axe] Advanced powdertoy
« on: October 10, 2013, 02:09:14 am »
Hey guys,

"I'm thirsty" will be my entry for the Calculator Gaming Roots contest. I don't know if it'll be finished in time, but we'll see.

So basically there is a little boy who found a dragon egg in the countryside. The dragon born and is very hungry, so the little boy give him meat. Then, the little dragon is very thirsty, but the little boy can't make him drink since the dragon drinks kerosen. So instead he brings his dragon to a special laboratory, and scientists will take care of bringing kerosen to the dragon.

You are one of those scientists, and you must bring the liquid kerosen to the dragon through levels full of obstacles using the different objects of the level. The game will feature realistic water physics, among other things. Screenshots coming soon.

Stay tuned :)

914
Yeah you said it :P

915
Necro bump,

I just realized I forgot to release the axiom ;D so here it is. The axiom is AXVECTOR.8xv, and the source is in vectors.asm.

Let's document functions, shall I ?

All functions are found in the TYPE menu [2nd], [f(x)]/[Y=], [→].

FunctionEffect
MakeVec(pt1, pt2, outputVec)Build a 6-bytes 3D vector out of two 6-bytes 3D points and stores the result in the 6 bytes starting at outputVec. All parameters must be pointers on 6-bytes areas.
DotProd(vec1, vec2)Performs the dot product of two 6-bytes 3D vectors and returns the result as a 16-bits signed number.
CrossProd(vec1, vec2, outputVec)Performs the cross product of two 6-bytes 3D vectors and stores the resulting vector in the 6 bytes starting at outputVec, scaled down by 128 to prevent overflow. All parameters must be pointers on 6-bytes areas.
MultVec(vector, scalar, outputVec)Multiplies a vector by a scalar and outputs the resulting vector in the 6 bytes starting at outputVec. vector and outputVec must be pointers on 6-bytes areas and scalar must be a signed 16-bits number.

That's all folks, have fun with the axiom ;D (hint : it's used in the thing in my avatar :o )

Pages: 1 ... 59 60 [61] 62 63 ... 133