Author Topic: [Axe] KarRace  (Read 11177 times)

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Offline Roboman

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Re: [Axe] KarRace
« Reply #15 on: December 19, 2012, 03:05:42 pm »
I tried, but it was just resetting their positions over and over. It twas annoying, so I just went with what I'm doing now.
Sounds like you don't properly understand that Axe works with unsigned integers.  With this system negative numbers are really very large unsigned numbers.  So if you are using a > instead of a >> then it will trigger if you have a number greater than OR a negative number.  Usefull in some cases but backfires here.
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Offline Spenceboy98

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Re: [Axe] KarRace
« Reply #16 on: December 19, 2012, 03:50:38 pm »
Here is a fixed one:
I like milk.

Offline Sorunome

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Re: [Axe] KarRace
« Reply #17 on: December 19, 2012, 07:20:43 pm »
Looking nice!
Just curious, are you using FULL?

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Offline Roboman

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Re: [Axe] KarRace
« Reply #18 on: December 19, 2012, 09:07:42 pm »
Those black lines at the edge of the screen... they are there to create the illusion that you are moving, right?  The other cars are moving too, right?  But they are slower than you are moving...  If they are moving... and the black lines are stationary...  you should probably make the black lines move downwards much faster than the other cars.
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UP-UP-DOWN-DOWN-LEFT-RIGHT-LEFT-RIGHT-B-A-ENTER


I always post in good faith!
http://en.wikipedia.org/wiki/Good_faith
If I end up being rude please tell me and understand!
Spoiler For Spoiler:
:-[  I never mean to say things ... negativley...
I am a bit socialy aqward so I often dont pick up on sarcasm or recognize myself being rude...

...

I am sorry for any offence...

Offline Spenceboy98

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Re: [Axe] KarRace
« Reply #19 on: December 19, 2012, 09:13:04 pm »
Those black lines at the edge of the screen... they are there to create the illusion that you are moving, right?  The other cars are moving too, right?  But they are slower than you are moving...  If they are moving... and the black lines are stationary...  you should probably make the black lines move downwards much faster than the other cars.

I can try.

Looking nice!
Just curious, are you using FULL?

No. I am not. I'm not even sure what FULL does(TIME FOR RESEARCH).
Edit: Yeah. I'm not(now I know what it does :P).
« Last Edit: December 19, 2012, 09:23:29 pm by Spenceboy98 »
I like milk.

Offline Sorunome

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Re: [Axe] KarRace
« Reply #20 on: December 19, 2012, 09:14:17 pm »
FULL sets the calculator into 16MHZ mode, higher clocking==more speed :D
EDIT: but the 83+ doesn't support that.
« Last Edit: December 19, 2012, 09:14:40 pm by Sorunome »

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Offline Ranman

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Re: [Axe] KarRace
« Reply #21 on: December 19, 2012, 09:22:28 pm »
Lookin' great Spenceboy98! 

I agree with Roboman on the lines to create the illusion of speed -- Mak'em move fast! The faster the cars are moving should be directly related to how much faster the lines move with respect to the cars.

Keep up the awesome work!
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Spenceboy98

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Re: [Axe] KarRace
« Reply #22 on: December 19, 2012, 09:33:20 pm »
Here it is with FULL:


I still haven't fixed the black line things.

Also, can someone explain how to do animated sprites?
« Last Edit: December 19, 2012, 09:39:35 pm by Spenceboy98 »
I like milk.

Offline Sorunome

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Re: [Axe] KarRace
« Reply #23 on: December 19, 2012, 09:39:44 pm »
Well, not so much of a speed increase, i would just stick to without full if i was you ;)

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Offline Spenceboy98

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Re: [Axe] KarRace
« Reply #24 on: December 19, 2012, 10:16:30 pm »
Is this a more reasonable speed for the black lines?


Also, again, can someone explain how to do animated sprites?
I like milk.

Offline Ranman

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Re: [Axe] KarRace
« Reply #25 on: December 19, 2012, 10:22:12 pm »
Is this a more reasonable speed for the black lines?

I'd shoot for about 10 to 20 times faster as a starting point.

I'm not an Axe programmer... so I can't comment on sprite animation. :(
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Offline dinosteven

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Re: [Axe] KarRace
« Reply #26 on: December 19, 2012, 10:34:39 pm »
I've never used animated sprites, but it should be fairly simple.
[FE134RANDOMSPRITEINFO]->Pic1
[next animation2]
[next animation3]
[animation4]
Through the loop, have a counter go up by 1 - say variable I.
Instead of Pt-On(X,Y,Pic1)
do
Pt-On(X,Y,I^4+Pic1)

Something like that.

Offline Spenceboy98

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Re: [Axe] KarRace
« Reply #27 on: December 19, 2012, 10:42:24 pm »
Is this a more reasonable speed for the black lines?

I'd shoot for about 10 to 20 times faster as a starting point.

I'm not an Axe programmer... so I can't comment on sprite animation. :(

I hope this is good enough.


I've never used animated sprites, but it should be fairly simple.
[FE134RANDOMSPRITEINFO]->Pic1
[next animation2]
[next animation3]
[animation4]
Through the loop, have a counter go up by 1 - say variable I.
Instead of Pt-On(X,Y,Pic1)
do
Pt-On(X,Y,I^4+Pic1)

Something like that.

I'll try.
I like milk.

Offline epic7

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Re: [Axe] KarRace
« Reply #28 on: December 19, 2012, 10:45:46 pm »
Looks better now :)

Although they kinda fuse together on the speed up :P

Offline Ranman

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Re: [Axe] KarRace
« Reply #29 on: December 19, 2012, 10:50:59 pm »
Now your talkin'.  Looks GREAT! :)

Have you thought about starting at a speed of 0 and increasing up to say... 250mph? As you speed up the lines move faster and faster.
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.