Author Topic: [Axe] Lazer II  (Read 7221 times)

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Offline chickendude

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Re: [Axe] Lazer II
« Reply #15 on: July 05, 2015, 05:01:53 am »
But do you really need to move the cursor while the lasers are shooting? Anyway, you could just have two variables, a counter and a variable that contains which direction you're moving. If the counter > 0, don't read key presses, decrease the counter then immediately jump to whatever direction you need to be moving (possibly skipping over the part that sets the counter to 8 ). You could even have the direction variable by the value of the keypress so you can just load that into whatever variable you read keypresses into.

And at least in my code, updating the lasers each loop would just look like "call updateLasers" :P

Multiple level packs would be cool, too!

Offline TIfanx1999

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Re: [Axe] Lazer II
« Reply #16 on: July 16, 2015, 12:37:23 am »
It's getting late now, but I'll see if I can give your demo a go tomorrow. :)

Offline c4ooo

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Re: [Axe] Lazer II
« Reply #17 on: September 07, 2015, 08:43:35 pm »
Update: Updated the game.
+New tiles: Portals, Gates, and Switches
+Better movement, as chickendude suggested.
+Fixed glitchy main menu and glitchy level passed menu
+Internal bugs and optimizations
http://www.ticalc.org/archives/files/fileinfo/464/46490.html
-German Kuznetsov
The impossible chemical compound.

Offline chickendude

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Re: [Axe] Lazer II
« Reply #18 on: September 08, 2015, 08:24:14 pm »
Just tested out the new version, the movement is much better in my opinion but still a bit off. Moving up and left seem fine, but moving right and down wait until the screen has finished scrolling to update the cursor's position. I think you should first move the cursor then scroll the screen, like with moving up/left. Though really i think keeping the cursor in the center of the screen at all times would look the best. The portals and the little flip things are pretty cool and make for some nice puzzles. Nice work :)

Offline c4ooo

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Re: [Axe] Lazer II
« Reply #19 on: September 11, 2015, 03:11:35 pm »
Just tested out the new version, the movement is much better in my opinion but still a bit off. Moving up and left seem fine, but moving right and down wait until the screen has finished scrolling to update the cursor's position. I think you should first move the cursor then scroll the screen, like with moving up/left. Though really i think keeping the cursor in the center of the screen at all times would look the best. The portals and the little flip things are pretty cool and make for some nice puzzles. Nice work :)
thank you for the motivation :) About curser movment, the wierd down/right curser movment is due to rounding errors. Basicly axe's division rutine always rounds down. Now, originally i had just a circular curser that stayed in the center of the screen, and movment was on a 2*2 grid. (it still is on a 2*2 grid but now 1 keypress scrolls you 2 pixels 4 times). having a circle in the midle of the screen made the selected tile a bit hard to see, so i replaced it with the system you saw in the original upload.
Right now i am planning to rewrite the engine file, becouse right now it is basicly a big mess hacked together in sections over several months. I will nead to know the new curser mechanics before i start, as they will be important. 
-German Kuznetsov
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Offline c4ooo

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Re: [Axe] Lazer II
« Reply #20 on: October 18, 2015, 06:54:55 pm »
Bump
I have released the third version, v2.2.
Here is a changelog:
+MAD optimization
+Over 20 new levels, but maybe more ;)
+Pressing [ + ] will make the lazer go 2 pixels at a time, and [Enter] will pause it.
+The game now requires only 1500 bytes at run time, which is a less arbitrary number then 2000B was :P
+Minor visual improvements
+Level name can be seen in the level selection menu.
The game itself looks relatively the same as before... so no need for a screenie.
 
ticalc.org is still aproving, so you guys might have to wait a few days before you can try it out ;)
« Last Edit: October 18, 2015, 07:55:22 pm by c4ooo »
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Offline Eeems

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Re: [Axe] Lazer II
« Reply #21 on: October 18, 2015, 07:22:14 pm »
You could always attach it to your post for now.
/e