Author Topic: [Axe][Contest] Furious Pong  (Read 13780 times)

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Offline Yeong

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Re: [Axe][Contest] Furious Pong
« Reply #45 on: November 06, 2013, 07:05:01 pm »
It looks awesome! O.O
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Offline Streetwalrus

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Re: [Axe][Contest] Furious Pong
« Reply #46 on: November 10, 2013, 03:37:46 am »
ZOMG it's freakin' epic ! *.*

Offline Eiyeron

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Re: [Axe][Contest] Furious Pong
« Reply #47 on: November 10, 2013, 04:15:33 am »
Thanks! I can't wait 'til the end of the contest for sharing FPong.

Maybe later a new version with an improved menu and more power-ups, I managed to have variable size working for collisions, but not for rendering them (bigger/smaller size), A new version will support that too. Or maybe someone else, I'll share the source code, it contains neat optimize tricks!

But for now, I'd like to continue Hinawa Battle Engine. I'm still giving news, don't hesitate to check-uo the last post.

Offline AssemblyBandit

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Re: [Axe][Contest] Furious Pong
« Reply #48 on: November 10, 2013, 04:24:15 am »
The game looks awesome! One of the best on the calc!

Offline willrandship

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Re: [Axe][Contest] Furious Pong
« Reply #49 on: December 03, 2013, 10:55:14 pm »
If you just made the max size 8x8, you could have different sprites for each size and render it just like the 8x8 ones, right?

Offline Eiyeron

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Re: [Axe][Contest] Furious Pong
« Reply #50 on: December 04, 2013, 03:04:13 am »
No, the palets have 3 sprites : the top, the middle and the bottom. I just have to draw middle sprites as long as I want to make the pallet of the size I want.

Offline DJ Omnimaga

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Re: [Axe][Contest] Furious Pong
« Reply #51 on: December 11, 2013, 01:19:09 am »
Wow, just wow, that game was totally insane lol. O.O It looks great, though. At times it kinda reminded me, however, how some NES games glitched out. :P

Gameplay-wise it's quite fun, although in furious mode there are so many balls that you can barely see the power-ups coming. :P

Now, imagine if pong was like this in real life... O.O

Offline Geekboy1011

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Re: [Axe][Contest] Furious Pong
« Reply #52 on: December 11, 2013, 01:20:34 am »
Might as well make my statement now that judging is over. Your Rng is very one sided it loves the left hand side more then the right hand side to the point where starting a game and doing nothing the one side one 6 times straight. just something to look into

Offline Eiyeron

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Re: [Axe][Contest] Furious Pong
« Reply #53 on: December 11, 2013, 05:16:01 am »
Ah, that's something to correct. Thanks for noticing it!

Offline ClrDraw

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Re: [Axe][Contest] Furious Pong
« Reply #54 on: December 11, 2013, 11:02:10 am »
That is freaking cool! +1
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Offline Eiyeron

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Re: [Axe][Contest] Furious Pong
« Reply #55 on: December 16, 2013, 08:29:11 am »
Thanks everyone for voting, I've never thought that I would get the 4th place! Yay! o/

Offline ClrDraw

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Re: [Axe][Contest] Furious Pong
« Reply #56 on: December 16, 2013, 08:35:25 am »
How did you get the numbers to look so cool? There's gotta be a way better way than:
Code: [Select]
If X=1
Pt-tOn(20,4,Pic01)
End
If X=2
Pt-On(20,4,Pic02)
End
(etc...)
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Offline nikitouzz

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Re: [Axe][Contest] Furious Pong
« Reply #57 on: December 16, 2013, 08:36:42 am »
How did you get the numbers to look so cool? There's gotta be a way better way than:
Code: [Select]
If X=1
Pt-tOn(20,4,Pic01)
End
If X=2
Pt-On(20,4,Pic02)
End
(etc...)

that so ugly... XD
mes records personels :

2x2x2 : 2.18 secondes / 2x2x2 une main : 21.15 secondes / 2x2x2 yeux bandés : 47.59
3x3x3 : 5.97 secondes / 3x3x3 une main : 49.86 secondes
4x4x4 : 1.49 minutes / 4x4x4 une main : 6.50 minutes
5x5x5 : 4.10 minutes / 5x5x5 une main : 18.02 minutes
6x6x6 : 8.10 minutes
7x7x7 : 16.03 minutes
9x9x9 : 58.26 minutes

megaminx : 5.59 minutes / pyraminx : 7.91 secondes / square-one : 1.07 minutes

Offline ClrDraw

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Re: [Axe][Contest] Furious Pong
« Reply #58 on: December 16, 2013, 08:40:18 am »
I know, it's a hideous monster in code form XD how would you do that better?
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Offline Eiyeron

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Re: [Axe][Contest] Furious Pong
« Reply #59 on: December 16, 2013, 08:41:09 am »
Gotcha what you wanted
The asked routine.
EDIT : why did I gist it?
Code: [Select]
Lbl DSCR
  r2+U^64->r2
  While {r3}
    {r3}-'0'->r6
    If r6=0 or (r6=1) or (r6=4) or (r6=7)
      Plot3(r1,r2,(r6=1*8)+(r6=4*16)+(r6=7*24)+Pic6
      Pt-On(r1,r2,r6*8+Pic5)
    Else
    Pt-Off(r1,r2,r6*8+Pic5)
    End
    r1+7->r1
    r3++
  End
Return

It needs the string version of your score, i did this with using the int to string routine from Text axiom.
« Last Edit: December 16, 2013, 08:46:38 am by Eiyeron »