Author Topic: Day5 revived  (Read 7899 times)

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Alex

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« on: October 04, 2006, 07:52:00 am »
I began rewriting Raster Racing, and the new engine that is in the works looks promising, not to mention a lot easier to work with than the old one.

Here are two screenshots, one animated of the rolling road

user posted image

and the most recent one

user posted image
(note that this will no longer be a generic racing game :)smile.gif)

The new engine handles curves in a more elegant manner, so no more abrupt corners like in the old one:

user posted image
(old engine, May 2006)

I'm open to any suggestions and feedback. I'll continue to post updates here and on my website, so keep checking :)smile.gif

http://artraid.com/alex/index.php/2006/10/03/finally-a-ti-89-update/

- Alex

spengo

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« Reply #1 on: October 04, 2006, 08:48:00 am »
Woot! looks real nice. :Dbiggrin.gif Give the feel of that old Lotus Turbo Challenge for the 83+. :)smile.gif I like the cool spaceship thingy. You gonna make it kinda f-zero-ish?

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« Reply #2 on: October 04, 2006, 09:27:00 am »
Simply amazing! :king:king2.gif
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

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« Reply #3 on: October 04, 2006, 10:50:00 am »
what do you mean by generic racing game? that look awesome :)smile.gif the engine seems to have more depth than the old one

Liazon

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« Reply #4 on: October 04, 2006, 01:32:00 pm »
mode7 type racing games are always amazing.  I can't wait to see what you'll add to it.

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« Reply #5 on: October 04, 2006, 02:29:00 pm »
i think alex game doesnt use mode 7, it use different (older) method actually. Older, but unlike mode 7 it allow different heights for road

Liazon

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« Reply #6 on: October 04, 2006, 03:26:00 pm »
if i were to attempt a racing game like this, I'd probably write it so that it'd add a line of pixels to the top of the road while removing from the bottom.  The opening/road would shift left or right depending on the course data.  calculations would be needed to determine how wide the (new) opening becomes as it gets shifted down and moves closer to you.

As for the height of the road, that can probably be controlled with the origin of the new rows of pixels.  Start the new pixels lower to emulate downhill, start the new pixels higher to emulate up hill.  In conjunction, the background probably has to be shifted up and down.  

I guess speed would have some effect on the rate at which pixels are shifted down and renewed at the top.  And since this is greyscale, a cool way to show speed effects of offroading is to do a car collision test with each layer.  So collision with light gray would have a small effect, collision with dark gray would have a larger effect, and collision with black would have  maximum effect.  Then the colors would kinda match up with their respected slow-down-ness.

It'd be really cool if you could get car turning sprites too.

btw, all that babble above is really offtopic.  I don't think it's as simple as that to make a racing game, so this project is just amazing.

Alex

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« Reply #7 on: October 05, 2006, 12:35:00 am »
Thanks for all your comments!

Kevin is right, this isn't Mode7 (see )http://www.ticalc.org/archives/files/fileinfo/381/38175.html for an example of Mode7). This is done in the style of the classic Lotus Turbo Challenge:

user posted image

As for height, it currently isn't implemented, because I had a bit of trouble with it. I must put it on paper like I did with some other routines, then when I have it all figured out I'll put it in.

Yesterday I managed to get scaled objects on the side of the track. I also put in a parallax scrolling background in just for fun, and each star has its own unique glowing/fading cycle. The framerate is very low though, especially when having 10+ objects at the same time. I'll see what I can do about it, meanwhile here are some (non-animated :Dbiggrin.gif) screenshots:

user posted imageuser posted image

- Alex

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« Reply #8 on: October 05, 2006, 01:09:00 am »
I actually prefer this method over Mode7 -- especially on a calculator. It looks soooo nice!  :bow:worship.gif

Keep up the good work Alex.
Ranman
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« Reply #9 on: October 05, 2006, 01:13:00 am »
wow even better now, i agree that this method seems better than mode 7, cuz mode 7 on calc is slow sometimes and it look blurry cuz the resolution of tiles is very low.

EDIT: I changed the post icon you used for this topic in case spambots follow the pattern of the http://209.85.48.10/style_images/1/icon1.gif icon. All spambots actually use it as default icons and I was worried that seeing this topic would make them post 10x more again :Ptongue.gif so I replaced it with another one :Ptongue.gif

Liazon

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« Reply #10 on: October 05, 2006, 11:07:00 am »
QuoteBegin-xlibman+5 Oct, 2006, 7:13-->
QUOTE (xlibman @ 5 Oct, 2006, 7:13)
wow even better now, i agree that this method seems better than mode 7, cuz mode 7 on calc is slow sometimes and it look blurry cuz the resolution of tiles is very low.

 I know what you mean.  Occasionally someone passes me in F-Zero 68k and I don't see them, all I see is my rank dropping.

I think the objects on the sides are radically cool.

Alex

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« Reply #11 on: October 05, 2006, 03:26:00 pm »
I have a new animated screenshot. I gained a little speed increase by lowering the height of the road and increasing its perspective (less physical lines to draw).

user posted image

I improved the visual of the side poles. I may make them a permanent part of the track rather than treat them as separate objects, I think that will also gain a little speed.

- Alex

spengo

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« Reply #12 on: October 05, 2006, 05:08:00 pm »
Nice! That looks really  sweet. :Dbiggrin.gif

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« Reply #13 on: October 06, 2006, 01:48:00 am »
QuoteBegin-Alex+5 Oct, 2006, 21:26-->
QUOTE (Alex @ 5 Oct, 2006, 21:26)
I have a new animated screenshot. I gained a little speed increase by lowering the height of the road and increasing its perspective (less physical lines to draw).

I kinda like the road at the higher height. It provides more reaction time because you can see what is ahead much easier.

A good compromise between speed and viewable road might be to start drawing the road at y=50. Could your road line drawing routines be optimized any further to gain speed?

I hope you don't mind my suggestion. This is an awesome looking game either way.
Ranman
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« Reply #14 on: October 06, 2006, 02:03:00 am »
wow very nice alex, still look very smooth, I think you should try to have more depth tho, like ranman said so we can see curves easier :)smile.gif it's still nice as it is now tho, the poles make it more 3d ish.

I love the car/ship btw