Author Topic: [Axe] Temple Run 2D  (Read 16974 times)

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Offline MGOS

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Re: [Axe] Temple Run 2D
« Reply #15 on: March 15, 2013, 01:54:12 pm »
It had been a while, but here is an update:
Added:
  • Collectible Coins!
  • Score display
  • Jump animation

Changed:
  • Smoother speed increase & scrolling
  • Slightly different textures
  • Fixed speed bug (speed didn't go to the max)
  • Fixed corner collision bug (you could turn the wrong way and then jump on the track again)
  • Only [ . ](right)  [ ) ](left) and [ 6 ](jump) as keys, [ALPHA] to pause (but will be configurable!)

Implemented but not enabled/working correctly yet:
  • Highscore saving
  • User key configuration
  • Title screen

Planned features:
  • Powerups: coin bonus, magnet, boost, maybe resurrect
  • Pause and game over screen

Offline Streetwalrus

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Re: [Axe] Temple Run 2D
« Reply #16 on: March 15, 2013, 02:29:50 pm »
It's pretty cool but I'm having a hard time with the controls. It's nice that they'll be configurable.

Offline MGOS

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Re: [Axe] Temple Run 2D
« Reply #17 on: March 15, 2013, 02:36:33 pm »
It's pretty cool but I'm having a hard time with the controls. It's nice that they'll be configurable.

Actually, the way it is now is the most comfortable configuration my friends said. It works best when the calc is lying on the table and you use your index to go left, the middle finger to jump and the fourth finger to go right.
« Last Edit: March 15, 2013, 02:37:45 pm by MGOS »

Offline Streetwalrus

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Re: [Axe] Temple Run 2D
« Reply #18 on: March 15, 2013, 02:39:06 pm »
Oh right. :P I was holding it in my two hands.

Offline Phero

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Re: [Axe] Temple Run 2D
« Reply #19 on: March 15, 2013, 03:51:26 pm »
Looks nice. I like the animations.

Offline Matrefeytontias

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Re: [Axe] Temple Run 2D
« Reply #20 on: March 16, 2013, 07:00:20 am »
Whoa, sexy screenshot :D

Can you jump above the holes already ? I don't see you doing it. And btw, will the game go fast enough to be really hard to play ?
« Last Edit: March 16, 2013, 07:01:02 am by Matrefeytontias »

Offline MGOS

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Re: [Axe] Temple Run 2D
« Reply #21 on: March 16, 2013, 11:07:45 am »
Can you jump above the holes already ? I don't see you doing it. And btw, will the game go fast enough to be really hard to play ?

You can, and it is shown twice in the screeny. And you can also jump above the broken parts of the path, but it is a bit more difficult.
And yes, the game gets quite hard when at around 800 meters - and full speed is reached at 1250 meters, nobody got that far though :P (and it is harder on wabbit because of the different keys)
Why not try it out yourself?
I might slow the speed increase down a bit. Now there are 5 levels, every 250 meters, it goes up one, but I smoothened it using just the right pauses each frame.
« Last Edit: March 16, 2013, 11:08:36 am by MGOS »

Offline Matrefeytontias

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Re: [Axe] Temple Run 2D
« Reply #22 on: March 16, 2013, 12:04:42 pm »
Oh no I meant above the broken road, sorry x)

And yeah, I'll try it right now :)

Offline Sorunome

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Re: [Axe] Temple Run 2D
« Reply #23 on: March 16, 2013, 07:08:51 pm »
Looking nice!
Now make a smoother turning animation :P

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Offline MGOS

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Re: [Axe] Temple Run 2D
« Reply #24 on: November 14, 2013, 11:14:32 am »
HOLY NECRO BATMAN UPDATE POST   :hyper:

What you probably expected me to say is something like: "I didn't have enough time to finish it because of school/work". But to be honest that would be a lie. I just lost some interest in the programming the calc and rather moved over to micro controllers and other stuff. I wasn't much active on omnimaga, only once a week or so I checked for new stuff. And when I later thought of finishing this game, I was worried to forgot how everything worked after such a long break and would have needed a lot of hours to reread myself into the code - which had grown to about 8 kb - and couldn't brace myself up to work on it again. But since the new semester started my friends have been bugging me over and over again about finishing this game. So I "sacrificed" half a weekend and did it :) - that was a few weeks ago and I still tweaked it a bit - and yesterday I saw the new Axe update - I also had plans for porting one of my early PC games to calc (you can expect something) so I thought: "I have to post this update here now or I probably won't do that ever."
</private stuff>

So what's new:
  • Added a title screen
  • Added key configuration
  • Added 4 byte highscore storage system that should work up to 99 999 999 (what probably isn't gonna be beaten ever)
  • Changed score display with upper 10000s on top
  • Added game over screen
  • Added restart on jump in game over screen
  • Added three powerups, blinking on running-out: magnet (with cool coin attraction, double coin value), coin bonus, boost+autopilot
  • minor tweaks I forgot

Try it out on a real calc - feel free to rate & criticize and post your highscores - getting more than 6000 is already really good :)

Screenshots:
   
The run indicator is disabled on calc



Download:
« Last Edit: November 14, 2013, 11:17:28 am by MGOS »

Offline Matrefeytontias

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Re: [Axe] Temple Run 2D
« Reply #25 on: November 14, 2013, 12:44:34 pm »
Looks amazing :D I must admit I forgot about this project although I was following it :P

Offline Sorunome

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Re: [Axe] Temple Run 2D
« Reply #26 on: November 14, 2013, 03:34:01 pm »
Same, i forgot about it, but i must say, this is looking awesome, great job!

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Offline Streetwalrus

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Re: [Axe] Temple Run 2D
« Reply #27 on: November 14, 2013, 04:20:41 pm »
Yup I third this. :thumbsup:

Offline AssemblyBandit

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Re: [Axe] Temple Run 2D
« Reply #28 on: November 14, 2013, 10:42:47 pm »
That is awesome! Good job on finishing a previous project, I know its definitely hard sometimes.
« Last Edit: November 14, 2013, 10:44:55 pm by AssemblyBandit »

Offline DJ Omnimaga

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Re: [Axe] Temple Run 2D
« Reply #29 on: November 14, 2013, 11:09:46 pm »
Wow it's nice to see this finished. :D I remember seeing this back then and I was amazed. Glad you gained some interest again to finish it. I remember losing interest in July 2010, but finally regained it in late 2012 after the color calc was announced.

When I have some time, I'll give this a try on my calc.