Author Topic: Axe Cuberunner  (Read 38343 times)

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Offline squidgetx

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Re: Axe Cuberunner
« Reply #105 on: October 05, 2010, 04:28:35 pm »
v0.995 :)

new features:
pause function

changes:
restructured a lot of internal code flow/addresses
horizon line bug and invisible cube bugs fixed
score increments by 1 as opposed to 2

screenies show difference between the speed at 2000 and at the beginning (I think DJ, you wanted to see this?) This will probably be changed as the current difficulty curve is a little...flat...
« Last Edit: October 05, 2010, 04:30:19 pm by squidgetx »

Offline meishe91

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Re: Axe Cuberunner
« Reply #106 on: October 05, 2010, 06:25:20 pm »
Very cool! Those look great :)

Can I make a request and ask you record in nine frames-per-second?
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Offline Eeems

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Re: Axe Cuberunner
« Reply #107 on: October 05, 2010, 06:26:39 pm »
Looks great!
/e

Offline Deep Toaster

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Re: Axe Cuberunner
« Reply #108 on: October 05, 2010, 06:29:38 pm »
Looks awesome! A note, though: The squares start turning too late, and when it does turn, it turns quite a bit. Maybe you could eventually add more degrees of rotation?




Offline Ranman

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Re: Axe Cuberunner
« Reply #109 on: October 05, 2010, 06:30:06 pm »
Lookin' better all the time. 8)

I see lots of POTY candidates this year.
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Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline Deep Toaster

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Re: Axe Cuberunner
« Reply #110 on: October 05, 2010, 06:55:49 pm »
Lookin' better all the time. 8)

I see lots of POTY candidates this year.

It's gonna be Axe :)




Offline ztrumpet

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Re: Axe Cuberunner
« Reply #111 on: October 05, 2010, 07:41:22 pm »
Lookin' better all the time. 8)

I see lots of POTY candidates this year.

It's gonna be Axe :)
I think it should be. :)

Looks great! *ZTrumpet downloads. ;D

Edit: I got 1752. ^-^
« Last Edit: October 05, 2010, 07:47:00 pm by ztrumpet »

Offline shmibs

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Re: Axe Cuberunner
« Reply #112 on: October 05, 2010, 07:42:03 pm »
yes, additional degrees of rotation would be wonderful. this is already great as it stands, however!

Offline Deep Toaster

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Re: Axe Cuberunner
« Reply #113 on: October 05, 2010, 07:43:13 pm »
Lookin' better all the time. 8)

I see lots of POTY candidates this year.

It's gonna be Axe :)
I think it should be. :)

It definitely should. And to think they nearly didn't feature it...




Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #114 on: October 05, 2010, 10:58:54 pm »
Wow this is really epic! As for the difficulty curve, I would say make it increase twice faster than it is now and it should be perfect. What does remains to be done now btw?

Also I agree with others, it should get featured. Sadly, though, for everyone who made great games, Axe is getting my vote no matter what, as it is the first language for calcs besides BASIC that I managed to enjoy and learn and have been waiting for such language for almost a decade. However, if it wasn't for that it would sure be hard to choose ;D

EDIT: 1492 1591 on the new version ;D by 1500 it gets pretty hard
« Last Edit: October 06, 2010, 12:53:41 am by DJ Omnimaga »

Offline squidgetx

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Re: Axe Cuberunner
« Reply #115 on: October 06, 2010, 05:04:49 pm »
Ok, after wrestling with TI Connect for half an hour I am proud to announce Cuberunner 1.0!

Changes:
Optimized
Gets faster....faster (by 50%) (I didn't want to quite double the acceleration :P)

New Features:
Another degree of rotation for nice smooth rotation animation ;D

Hopefully this will be the last update...I'd like to say this project is closed unless someone finds a large bug

Screenies run in full speed in Chrome ;D

Source included in this release....it is so heavily commented and formatted that it is larger than the executable
« Last Edit: October 06, 2010, 05:06:54 pm by squidgetx »

Offline ztrumpet

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Re: Axe Cuberunner
« Reply #116 on: October 06, 2010, 05:15:19 pm »
Very nice job!  I got a score of 1284.  This is going on my calc very soon. ;D

How long did this take to write?  You made a wonderful game. :D

Offline meishe91

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Re: Axe Cuberunner
« Reply #117 on: October 06, 2010, 05:46:30 pm »
Wow that looks really great! :D
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Offline squidgetx

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Re: Axe Cuberunner
« Reply #118 on: October 06, 2010, 05:54:17 pm »
This took roughly...15 or 16 days to write...while I was finishing up Space Dash (Sep 20ish), I started reading about 3d graphics, and by the 22nd I had a square-drawing engine up and created this thread :P

Offline Eeems

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Re: Axe Cuberunner
« Reply #119 on: October 06, 2010, 06:24:10 pm »
Small issue, nothing major though, screenshot attached
/e