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Messages - squidgetx

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646
TI Z80 / Re: Tiny Wings
« on: April 11, 2011, 03:37:47 pm »
Update!

Optimized, fixed some of the physics bugs, and added 8-bit vertical textures. You'll find more playable results on a 15mhz calc. I think the final release will include a texture-less version for the 6mhz calcs though.

Edit; I noticed someone edited the topic title to Tiny Wings-actually, TIny Wings is intentional-TI ;)

647
Axe / Re: Quick question about archived programs' VAT entries
« on: April 11, 2011, 03:31:46 pm »
When Axe compiles, it automatically sorts out the data to the end of the program; the location of the data in the source code doesn't matter as long as you create your pointers before you reference them. Unfortunately, it also likes to mix in routines with that data. So basically, if you're over 8811, there's no way to guarantee a bug-free executable unless you use an app :( Your best bet is to try and optimize more, use appvars to hold data, or to jsut make it an app.

648
TI Z80 / Re: zStart - an app that runs on ram clears
« on: April 10, 2011, 06:03:55 pm »
Wait, am I wrong lol? Is it actually be possible to somehow store the font into the app?

649
TI Z80 / Re: zStart - an app that runs on ram clears
« on: April 10, 2011, 05:46:07 pm »
storing the active font in the app itself
I don't even think that's possible lol. Writing to flash=extremely impractical

650
News / Re: Slow loading times
« on: April 10, 2011, 05:33:41 pm »
At least for me its pretty slow, especially on pages with lots of file attachments (gifs, etc.)

Also, a few minutes ago omnomirc suddenly disappeard :-/

edit: actually, seems better now. Was omnom causing problems?

651
TI Z80 / Re: TIny Wings
« on: April 09, 2011, 01:54:37 pm »
Yeah I have a height map, and I am not using pixel testing to get the slope (that would be silly). I'm using a slightly modified version of your explanation of Chainfire's physics. Also, if you try it out and/or watch someone play the real tiny wings, you will see that buildup of energy is only possible if you can stick your landings correctly, and that you will lose your speed if you land badly

652
TI Z80 / Re: TIny Wings
« on: April 09, 2011, 01:24:58 pm »
@Graph; What do you mean faster in real life? The screenshot is 30fps :/

Thanks for the feedback everyone! Right now I'm working on drawing out the different islands

654
Axe / Slope Physics Tutorial Part II
« on: April 07, 2011, 04:40:35 pm »
Slope Physics Tutorial II-Adapted from Builderboy’s method in Chainfire Pinball Library.
First, let us remind ourselves of a few basic vector operations…

Think of it as if you are following a path. These two vectors, when you add them, will take you to the same place that vector C would take you. Hence, they are equal.
Now, how do we add vectors? Easy; if you keep them in component form Ax+Bx= Cx and Ay+By=Cy
Now, let’s take another look at our slope diagram. This time, let’s give the object some starting velocity. In this method of slope physics, we will only apply the physics if a collision is detected. In order to roll, the ball will have to collide with the slope every frame, and every frame the velocity will be modified appropriately.

In the diagram, the velocity is taking the object into the slope. We want to modify the velocity so that it is pointing in the right direction—we want the velocity to be transformed to become Vf. How can we do this? Note that adding the original  velocity and the vector labeled Nf will give us Vf. So now all we need to do is find Nf
Now we will use another type of vector math called the dot product. A dot B is defined as Ax* Bx+ Ay* By. The dot product also has another convenient property:

The || signs mean the magnitude of the vector; its linear length. Use the Pythagorean theorem to get it.
Now, more importantly, we can use this along with a little bit of trig to figure out what N f is…If we move the normal vector over to where N f is…

Remember that N f and the original normal vector have the same direction. So, now that we have the magnitude of N f, we can divide it by the magnitude of the original normal vector to get the ratio of their magnitudes. Then we can multiply that by their x and y components to get the components of N f:
Nfx= Nx*| Nf|//|N|
Nfy= Ny*| Nf|//|N|
And now add these to our velocity components to get our final new velocity. Happy coding 


655
TI Z80 / TIny Wings
« on: April 07, 2011, 03:57:21 pm »
I am officially unveiling my secret project that I have been working on over the past couple of weeks: an Axe clone of the popular iPod/iPhone game Tiny Wings. This is the product of many many hours spent during physics and math class not paying attention to electromagnetism and polar calculus in order to fully realize the incredibly annoying physics of the game. And yes, this is what prompted that slope physics tutorial; ironically I don't use anything in that tutorial here...I'm going to add another section...

For those of you who don't know, the goal of Tiny Wings is to go the furthest before time runs out. By pressing 2nd, you can make yourself heavier (well actually, gravity gets stronger) and attempt to launch yourself off of the many hills.

Features:
-Physics that work :o
-Zoom in/out appropriately
-A score counter
-Clouds that sort of work

To be added:
-More realistically moving clouds
-Time limit
-The different islands/slopes
-Coins
-Cloud-touch, perfect slide, and fever mode bonus points
-A menu
-Optimizing
-Textures for the hills

Installation: Send appvar TW to RAM and run T.8xp with Asm()

656
TI Z80 / Re: zStart - an app that runs on ram clears
« on: April 06, 2011, 06:21:41 pm »
^^that would actually be mad useful.

Also, can I ask for clarification on the molar mass/hex/bin>dec converter? I tried holding down - and + both on the homescreen and in the zStart menu, but I couldn't tell if anything happened...

657
Ash: Phoenix / Re: Ash: Phoenix
« on: April 04, 2011, 03:49:36 pm »
Well as far as animations go, there'll be probably 8 distinct animations...warrior attack, mage attack, archer attack, shadow attack, spirit attack, undead attack, heal, and stat up/down, so it shouldn't be that bad.

I haven't managed to get that much done...I need to crack down on the story and figure out all the details so I can figure out how this game is going to work together...

As for my other projects, I am working on something "secret"..although I think a few of you might know what it is...It's pretty hard though, and I'm actually starting to warm back up to this project again (since it's been hibernating for a while...)

658
Music Showcase / Re: Ride
« on: April 04, 2011, 03:45:17 pm »
Didn't feel like making a separate topic..but here's another one :/ Added some synth this time, it sounds a but darker than my previous work..

I'll try to grab an MP3 in a sec...(LMMS doesn't natively export mp3s...<_<)

659
Computer Projects and Ideas / Re: Trio and Niko: Falling
« on: April 04, 2011, 03:38:56 pm »
imo, I think it would look cool if there were no lines and unexplored areas were black

I wonder if I'll have enough space for an ingame map in A:P....

660
Axe / Re: Quick question about archived programs' VAT entries
« on: April 04, 2011, 03:19:00 pm »
This shouldn't be that difficult. A link to The Psyche is in my sig: I made a levelpack editor as well and I have a very nice routine that assembles the name string and everything. XXEdit's search function also does something similar. Anyway, basically the name string is pretty easy to build, just prefix your data with a 5 for reg. program, 6 for prot. prog, and 21 for appvar. So the name string data for an appvar called LOL is [15]"LOL"[00]... and if that data is stored in L1 you can just use L1 as your GetCalc argument with no issues.

Also you may want to only allow reading levels from archive, since I don't think many people would actually prefer having them in RAM anyway.

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