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Omnimaga
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Day5 revived
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Topic: Day5 revived (Read 7919 times)
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Alex
Guest
Day5 revived
«
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
and the most recent one
(note that this will no longer be a generic racing game
)
The new engine handles curves in a more elegant manner, so no more abrupt corners like in the old one:
(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
http://artraid.com/alex/index.php/2006/10/03/finally-a-ti-89-update/
- Alex
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spengo
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Day5 revived
«
Reply #1 on:
October 04, 2006, 08:48:00 am »
Woot! looks real nice.
Give the feel of that old Lotus Turbo Challenge for the 83+.
I like the cool spaceship thingy. You gonna make it kinda f-zero-ish?
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Ranman
LV10
31337 u53r (Next: 2000)
Posts: 1354
Rating: +83/-0
Day5 revived
«
Reply #2 on:
October 04, 2006, 09:27:00 am »
Simply amazing! :king:
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Ranman
Bringing Randy Glover's
Jumpman
to the TI-89 calculator. Download available at
Ticalc
.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Day5 revived
«
Reply #3 on:
October 04, 2006, 10:50:00 am »
what do you mean by generic racing game? that look awesome
the engine seems to have more depth than the old one
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Liazon
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Day5 revived
«
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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DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Day5 revived
«
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
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Liazon
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Day5 revived
«
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.
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Alex
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Day5 revived
«
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:
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
) screenshots:
- Alex
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Ranman
LV10
31337 u53r (Next: 2000)
Posts: 1354
Rating: +83/-0
Day5 revived
«
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:
Keep up the good work Alex.
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Ranman
Bringing Randy Glover's
Jumpman
to the TI-89 calculator. Download available at
Ticalc
.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Day5 revived
«
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
so I replaced it with another one
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Liazon
Guest
Day5 revived
«
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.
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Alex
Guest
Day5 revived
«
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).
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
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spengo
Guest
Day5 revived
«
Reply #12 on:
October 05, 2006, 05:08:00 pm »
Nice! That looks really sweet.
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Ranman
LV10
31337 u53r (Next: 2000)
Posts: 1354
Rating: +83/-0
Day5 revived
«
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.
Logged
Ranman
Bringing Randy Glover's
Jumpman
to the TI-89 calculator. Download available at
Ticalc
.
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Day5 revived
«
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
it's still nice as it is now tho, the poles make it more 3d ish.
I love the car/ship btw
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Day5 revived