1201
Art / Re: 20x20 enemy sprite, critique.
« on: December 10, 2010, 08:26:21 pm »
I think you should probably either make the shoulders less square or the body wider. They seem a little mismatched
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. 1201
Art / Re: 20x20 enemy sprite, critique.« on: December 10, 2010, 08:26:21 pm »
I think you should probably either make the shoulders less square or the body wider. They seem a little mismatched
1202
Ash: Phoenix / Re: Ash: Phoenix« on: December 10, 2010, 05:57:12 pm »
Small update: finished a lot of conceptual work with the move system, so now the real coding can resume . There are a total of 90 different techniques in the game.
1203
TI Z80 / Re: Axe Raycaster« on: December 10, 2010, 05:54:26 pm »
It's getting a *little* hectic. It took me a while to figure out how to accurately compensate for the lack of a tan and cot function , and that's only the tip of the iceberg
I'm going to do some minor improvements and add sprites just for functionality testing, and call it an alpha. Then I'll work on rewiring the engine for less distortion, more accuracy, textures, and a world editor (sprites and map) which will probably be more of an on/off project depending on how things with my other project Regarding sprites, do we think it would be better for the user to to have to make like 10 sizes of the same sprite, or only two or three and have the engine scale them by 2x and 4x? It's a question of detail versus less hassle on the user end 1204
Axe / Re: New to Axe.« on: December 09, 2010, 08:14:25 pm »
Yeah, you could either use 3 8x8 sprites or the bitmap command. But the bitmap command is slow and rather confusing, so you're probably better off with 3 8x8 sprites that have 2 blank columns at the end
1205
TI Z80 / Re: Powder Game« on: December 09, 2010, 08:03:34 pm »
If you can get Calcsys or any other hex editor to edit the VAT on your calc, you should be able to unhide it relatively easily (I think) Hiding occurs when a program name has invalid characters in it that aren't numbers or letters: Mirage/DCS hides programs by changing the hex value first character of the name by 32 (hex 20).
Unless something different/more serious is going on (which would be bad and weird) 1206
News / Re: Nostromo updates & Z80 POTY survey opening« on: December 09, 2010, 07:36:40 pm »
that thing puts my raycasting engine to shame XP I'm interested in where it'll go though! When you think about it, raycasters aren't even true 3D since there's only 2 planes of movement
1207
Doodle Jump / Re: Projectile motion, sound, doodlejump« on: December 09, 2010, 07:28:33 pm »
don't forget the numbers are signed: -127 to 127. Also, if you want to use degrees, you will have to multiply all your angles by 32/45 before running them through the sin/cos routines because their period is 256 instead of 360
1208
TI Z80 / Re: Axe Raycaster« on: December 09, 2010, 07:18:37 pm »
Okay, figured out generally what's wrong with the engine. It involves the necessity of scaling all my numbers by 128*8 rather than 128, so I think the engine will need to be (almost) completely rewritten. It shouldn't be too difficult though
1209
The Axe Parser Project / Re: On-calculator app signing« on: December 08, 2010, 08:23:10 pm »
sort of on/off topic, but Axe apps get erased after 16 runs? That's (sort of) a pain...(but it gets fixed after they've been signed on-comp, right?)
1210
Nostalgia / Re: Nostalgia - An Axe RPG« on: December 08, 2010, 08:01:25 pm »
looking good I like how you use the backbuffer for collision testing
1211
The Axe Parser Project / Re: List of all programs made with Axe Parser« on: December 08, 2010, 07:48:04 pm »
I like how Cuberunner is already on here before I've even posted in the thread
Maybe move it to the letter C, rather than A ? Also, I've made Space Dash and am working on an RPG called Ash: Phoenix, as well as a 3D raycasting engine 1212
TI Z80 / Re: Axe Raycaster« on: December 08, 2010, 05:36:41 pm »
Holy crap.
btw, I'm going to clarify in case this wasn't clear from the beginning, this project is intended to allow other people to make 3d games with Axe, it's an engine. Of course, I might end up making something with it myself, but it is open source and anyone can use the code to make their own game as long as you credit me appropriately Couldn't you just reduce the resolution, but not the screen size? That might double the speed. However, textures aren't really necessary I think. Do you think adding sprites would be hard, btw? (If they are scaled, I would recommend that each possible zoom is pre-rendered and stored into memory prior starting a level to speed rendering up. That's an interesting idea, and wouldn't be hard to implement. Sprites I think wouldn't be too hard as long as they are prerendered to a specific set of sizes. I think it should support a couple sizes: probably two sizes, large and small. (as in a small object like the barrels in Doom and the big enemies along with their respective zoom levels) What do you guys think? Also I will try that optimization, and probably will change the map to 64x64. I was surprised that the byte checking was so much slower as well. However all these changes will mean that I'm going to have to create a map editor/sprite editor, which might take a little while. EDIT: However, first I want to tighten up the raycasting process as described on the 1st page by Runer112, and get rid of the fishbowl effect. Also I think I get how to do textures now, but I have to do the above stuff first 1213
TI Z80 / Re: Axe Raycaster« on: December 08, 2010, 07:13:01 am »
Yeah, I'm sure the fast old version will be good enough for anyone wanting to make something; I haven't played gemini in a while, but I know that Doom only has 1 color of wall
Meanwhile I'm going to work on textures 1214
TI Z80 / Re: Axe Raycaster« on: December 08, 2010, 07:07:47 am »
So I'm running into some rather unavoidable issues: the current method of all testing for collision (of both the rays and the player) is with pxl-test on the backbuffer. Yesterday I tried changing the map to bytes, and using basic array checking ({Y*96+X+Pointer}) so that I could then add support for different types of walls (like the transparent ones), and it runs really slow, even after adding Runer's assembly code. I can't think of any way to improve it
It's not unbearably slow, but I can tell that if I decided to add textures or scaled sprites, it probably wouldn't make it Progress will continue, but at the best I think we're only going to see 4bit variation in the wall 'types' (done by or-ing two buffers over each other) edit: Another alternative could be to reduce the screen size, like in Gemini, but I'm kind of iffy on that 1215
TI Z80 / Re: Axe Raycaster« on: December 07, 2010, 08:16:00 pm »
^Transparent walls would be easy, once I change the map storage from bits to nibbles or bytes: you can just have a wall that isn't detected by the raycasting part but is detected by the collision testing
Also, if you mean octagonal shape as in something like the US Pentagon, where it looks like a pentagon from the top but you walk around it looking at it from the side, then yes otherwise, not really |
|