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Omnimaga
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The Axe Parser Project
(Moderator:
Runer112
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Your Projects - Post and Critique
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Topic: Your Projects - Post and Critique (Read 116986 times)
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Quigibo
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Re: Your Projects - Post and Critique
«
Reply #45 on:
February 25, 2010, 05:20:09 pm »
Wow! Those are all really nice! That's way more than I thought would be possible to do already without ram access!
A little update on my progress... I've already added most of the features I was planning on, but it turns out that the built in data structure system is a lot more complicated than I though. You'll just have to make your own, which isn't really that hard, since I'm going to be adding other features in the mean time instead. Double buffer support is one of those things I might include. Basically its just a command to swap the buffer with the backup buffer so you can draw to each one separately.
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___Axe_Parser___
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DJ Omnimaga
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Re: Your Projects - Post and Critique
«
Reply #46 on:
February 25, 2010, 05:28:56 pm »
wow awesome, I agree with Ztrumpet. I think Builderboy should store the map in a picture or something. keep in mind he would need to always have a minimap displayed on the screen, though, like in ROL3
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Builderboy
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Would you kindly?
Re: Your Projects - Post and Critique
«
Reply #47 on:
February 25, 2010, 07:13:03 pm »
Yay its a better looking Falldown
Looks like the original too
Wow double buffering? YES! And i still cant wait for data structures. What do you mean when you say that we will have to 'make our own'?
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DJ Omnimaga
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Re: Your Projects - Post and Critique
«
Reply #48 on:
February 25, 2010, 07:18:51 pm »
Double buffering, I assume this means we could have 3 level grayscale like in Pyoro without having to recall a pic using the XOR logic very quickly instead?
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ztrumpet
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Re: Your Projects - Post and Critique
«
Reply #49 on:
February 25, 2010, 07:24:01 pm »
Yea! Double Buffering! Awesome!
I made another Axe game, and this is my first with Sprites.
Platform Jumper
2nd-Jump
Mode-Pause
Stay on the platforms and don't touch the ground.
Comments?
Edit: If you think it's a little choppy: The screenie is at 9fps.
«
Last Edit: February 25, 2010, 07:25:59 pm by ztrumpet
»
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Unfinished Projects:
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Completed Projects:
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Axe Snake
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Jump!
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Factory Theta
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Papi Jump
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Numb3rs
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Nibbler
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Boost
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Duel Tile Map Editor
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Key Group Check
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DJ Omnimaga
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Re: Your Projects - Post and Critique
«
Reply #50 on:
February 25, 2010, 07:32:12 pm »
oooh nice!
That reminds me... Someone should port Canabalt to calcs ^^
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Builderboy
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Re: Your Projects - Post and Critique
«
Reply #51 on:
February 25, 2010, 07:53:45 pm »
Hooray! ^^ Looks like this is getting a LOT of attention, people are making games right and left!
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calc84maniac
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Re: Your Projects - Post and Critique
«
Reply #52 on:
February 25, 2010, 09:19:42 pm »
I attached the source to FallDown.
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Builderboy
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Re: Your Projects - Post and Critique
«
Reply #53 on:
February 25, 2010, 10:07:46 pm »
Alright, I have been working on a Tech Demo to impress my tech savvy friend, and it actualy turned out very nice looking! Here are the effects in order:
1. Greyscale: Just a grey screen, looks a lot better on calc, need to fiddle with my wabbit settings...
2. Sprite Test: Lots and lots of different sprites wiggling around and moving
3. Fire!: A cool effect involving sprites, pixeltesting, and scrolling.
4. Spinning wave: An interesting effect involving my new Sin function and screen scrolling
5. Spinnerz: Just some rotating sprites
I'm going to upload my Sin routine in a sec. It was really useful
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DJ Omnimaga
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Re: Your Projects - Post and Critique
«
Reply #54 on:
February 25, 2010, 10:13:08 pm »
nice it reminds me a bit that Noice demo thing on Ticalc. Could that stuff be used for TI-BASIC RPG magic animations (that you run as Asm(prgmLOL)?
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Eeems
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Re: Your Projects - Post and Critique
«
Reply #55 on:
February 26, 2010, 02:42:17 am »
Nice job builderboy!
I think I found the crashing error in the new alien, when the enemy dies it can stI'll shoot, which can possibly lead to a sprite going off screen. When I put a check that keeps him from shooting while he is space junk it seemed to fix.
I'll probably be working on a menu, so you will see a nice new shiny version soon.
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Re: Your Projects - Post and Critique
«
Reply #56 on:
February 26, 2010, 02:30:38 pm »
Wow all these projects look amazing.. Im really tempted to get back into programming just to use Axe Parser..
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Quigibo
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Re: Your Projects - Post and Critique
«
Reply #57 on:
February 26, 2010, 03:06:36 pm »
You'll have direct access to the screen ram in the next version so it will probably be a lot easier to do many of those effects.
By the way, I don't think I mentioned how to do masking. If Pic1 is the inverse of the sprite and the mask of the sprite is immediately after it, then to mask the sprite, you do:
:Pt-On(X,Y,Pic1+8)
:Pt-Change(X,Y,Pic1)
What I mean by double buffering is that you can draw a background, like a tile map for instance, and then copy it to the extra back-buffer using "StorePic". When you want to draw over the buffer, then instead of using "ClrDraw", you use "RecallPic" to copy the extra buffer to the main buffer and then you only need to draw the foreground over that instead of having to render the entire foreground and background each time and then clearing it each time a sprite moves. I don't think it would be fast enough for flickerless gray scale like Pyoro, but flickerless gray scale support is planned in the future. By flickerless I literally mean solid gray, no faint crosshatches. Quality depends on how long it takes between renders, but its a reasonable amount of time you'll have to do basic rendering and computation. I'm sure you can get
some
quality of grayscale without the native support in the mean time though.
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DJ Omnimaga
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Re: Your Projects - Post and Critique
«
Reply #58 on:
February 26, 2010, 03:59:21 pm »
yeah we use similar methods for masking in TI-BASIC, despite it not being used much for speed reasons.
As for flickerless grayscale, in TI-BASIC + libs, what we do is simply have a certain pic where the gray area is a checkered pattern and another pic where all pixels corresponding to the gray area are black, while everything else is white, then every BASIC command we recall that last pic using XOR logic. By recalling it that often so fast, it achieves good grayscale, altough on the SE calcs, it needs to be slowed down a bit to stay in sync with the LCD. The only issue with this method is that program size increases considerably. Another method is to swap between two pics quickly, overwriting the entire screen each time, but this is only reliable for title screens.
We use the same method in BASIC for animated tilemaps, except we recall the pixel inverter pic only once per loop instead of like 15-20 timees
«
Last Edit: February 26, 2010, 04:04:31 pm by DJ Omnimaga
»
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ztrumpet
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Re: Your Projects - Post and Critique
«
Reply #59 on:
February 27, 2010, 10:14:23 am »
Nice job Builderboy!
Here's yet another program for Axe.
This is a port of the iPod Touch game Papi Jump to the calculator. Due to the iPod touch's dimensions you must hold the calc sideways (Like Puyopuyo) and play with gravity pulling you towards the arrow key's side.
Controls:
Enter: Move Left
Minus: Move Right
Plus: Pause
Clear: Quick Quit
It's really hard to play on an emulator, because you can't turn them sideways.
What do you guys think?
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If I'm wrong, please correct me!
Unfinished Projects:
Elmgon
14%
Basic
Movement Demo
Homescreen Game Pack
80%
Basic
Latest Release
Cube Droid Saves the Galaxy
65%
Axe
Demo
Detonate
70%
Axe
Completed Projects:
Exodus
|
Midnight
|
Drifter
|
Axe Snake
|
Jump!
|
Factory Theta
|
Spider
|
Plot Drop
|
Papi Jump
|
Numb3rs
|
Nibbler
|
Boost
|
Duel Tile Map Editor
|
Homescreen Map Editor
|
Key Group Check
|
Oasis
Print
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1
2
3
[
4
]
5
6
...
36
Go Up
« previous
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Omnimaga
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Forum
»
Calculator Community
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The Axe Parser Project
(Moderator:
Runer112
) »
Your Projects - Post and Critique