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Messages - ben_g

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526
General Calculator Help / Re: Debug
« on: July 02, 2012, 05:00:52 pm »
record as a gif, upload it to an image hosting site and post the link on fb

527
Minecraft Discussion / Re: Epic7's Minecraft Server
« on: June 24, 2012, 05:43:45 pm »
I think there was a griefer in the west region:

528
TI Z80 / Re: [contest] Racing game
« on: June 24, 2012, 10:17:23 am »
I added collision checking (only on the straight sections for now) and now the car actually goes up or down with the road.
It is a bit glitchy however, so you sometimes fall trough the road on bends, and it can draw lines where it isn't supposed to when falling.

529
TI Z80 / Re: [contest] Racing game
« on: June 22, 2012, 04:16:16 pm »
I might make the player a sprite, so then it should be possible to show a different sprite when an arrow is pressed

530
TI Z80 / Re: [contest] Racing game
« on: June 22, 2012, 11:41:17 am »
DJ, you mean like this?

531
TI Z80 / Re: [contest] Racing game
« on: June 21, 2012, 03:13:31 pm »
The track will keep being wireframe. Texturing all of that would be way to slow, so I'm only going to use textures for objects (item boxes, turbos, decorative items next to the track) and for a part of the car, so you can easily see which one is yours when the ai comes in.

I'm sorry, but a fully textured 3D track isn't within possibilities of my 3D engine. It could handle it, but with probably around 5fps. Even with a lot of optimisation, you can't make it fast enough.

532
TI Z80 / Re: [contest] Racing game
« on: June 21, 2012, 03:07:05 pm »
I finished the routines that make the rendered area of the track shift when you move. Here's a screenshot showing that in action:

EDIT: as you can see from the screenshot, I still have to code in the part that renders the segment behind the car.

533
ASM / Re: The Z80 Files (A tutorial)
« on: June 19, 2012, 02:37:27 pm »
Maybe you should add in the connect to computer section that any USB A to USB mini B cable works, so you can take one from a digital camera, a playstation, an external hard drive,...

534
TI Z80 / Re: [contest] Racing game
« on: June 16, 2012, 03:11:59 pm »
Wait, wha- You can't include the source in your entry? You sure can and afaik it's even required.
I mean right now. At the end of the contest I'll have to include the source, and if the 3D engine works well enough and maybe becomes a bit more user-friendly, I might even include a tutorial on how you can use it in an other project.

looks good, but what's that polygon that has a different perspective than the rest of the image? the one that is starts at the same width as the track in the middle of the image, and gets wider to the top
That's the start/finish. It has a different perspective than the track because it's vertical. It gets wider because the top is closer to the camera. But I might have to add a texture to it to make it easyer to recognise.

535
TI Z80 / Racing game (revived)
« on: June 15, 2012, 07:16:44 pm »
WARNING: THIS POST IS OUTDATED!

This is the project I've been working on since the start of the contest. I haven't done much yet because I'm busy with exams lately.

It is going to be a racing game in which you race against AI, and there will be some items you can use to go faster or to slow down other players (similar to mario kart).
It uses the 3D engine of my other game (Alien invasion), but this one is improved and supports textures, solid triangles and wireframe, instead of only textures.
This is what I have so far:

This is the track, which already works graphics-wise, but it hasn't got any collision checking yet. The track is fully wireframe (and will probably stay like that). The track is fully 3 dimensional, which means it can go left, right, up and down, but models for up and down haven't been created yet. The cube in the center of the screen is the placeholder for the car. The car will probably be mostly wireframe, to fit in the simulation-like theme of the track (of which the current name, 'cyber racer', comes).

Right now the graphics are quite bad, but I might add some models to the sides of the track as illustrations, if the speed will allow it when AI and items are added). Right now, it runs in 15MHz mode, and has 18 fps. But it still looks smooth.

I guess that's all I can say about it now.
For this project I can't include the source because of the rules of the contest. If you want to use the 3D engine in your own project, I can give you the engine of my previous project.

536
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: June 13, 2012, 12:21:02 pm »
2902: you do care abouth ram clears because they set your clock too 0:00 1/1/2001

537
TI Z80 / Re: [Contest] Embers:Phoenix
« on: June 13, 2012, 12:18:04 pm »
It's a bit hard to read, could you make it a bit clearer? Maybe by doing the background in gray.
The rest looks good.

538
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: June 12, 2012, 09:13:10 am »
2891: You consider yourself lucky if you go for a day without a RAM clear.
2894: and witout losing the game.

* ben_g isn't lucky today (I just lost).

539
Gaming Discussion / Re: 3D Game Tutorials
« on: June 10, 2012, 04:04:26 pm »
Looks nice. Do you draw everything pixel by pixel or do you use one of java's build-in methods to render the textures?

Also 52 fps sound a bit slow. Does the framerate drops much when you add more models?

540
Gaming Discussion / Re: Game company logos subliminal messages?
« on: June 10, 2012, 02:25:07 pm »
* ben_g lost

I wonder if those are intentional.

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