Author Topic: Axe Cuberunner  (Read 37354 times)

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Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #30 on: September 25, 2010, 02:03:03 pm »
Uploading i like changing font size :P
hmm what was that post for?

I was uploading "the game" to my calculator, witch took me about a half hour... (my pc hates ti-connect)
and i was testing how to change font sizes. (as i haven't done that sort of thing before.)
Oh ok I see. I was worried because the post seemed kinda spammish :P
* DJ Omnimaga pokes squidgetx for another update ;D

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Re: Axe Cuberunner
« Reply #31 on: September 25, 2010, 05:40:09 pm »
I definetaly think the smoothness needs to be increased some more, its still like 3 times as fast as the iphone version (which does *not* start out very fast at all) but so far its looking excelent :)

Offline squidgetx

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Re: Axe Cuberunner
« Reply #32 on: September 25, 2010, 05:46:23 pm »
update:

-grayscale cubes
-acceleration/deceleration when moving
-speed increase as you go on in the game

Grayscale doesn't look half as bad as I was expecting it to be, so I kept it. let me know what you guys think. make sure to view the screenie in firefox/opera, in chrome (and IE i think) it look s pretty awful

And yeah, I'll try to work on the smoothness some more
« Last Edit: September 25, 2010, 05:47:52 pm by squidgetx »

Offline Builderboy

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Re: Axe Cuberunner
« Reply #33 on: September 25, 2010, 05:48:22 pm »
Looks amazing and very true to the original :D Are you going to have those parts where the cubes make a tunnel and stuff like that?

Offline Happybobjr

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Re: Axe Cuberunner
« Reply #34 on: September 25, 2010, 05:48:58 pm »
I don't know if it was intentional, but you left out a download for it.
other than that, Looks great :D


nvm. you did it while i was writing :)
« Last Edit: September 25, 2010, 05:49:37 pm by happybobjr »
School: East Central High School
 
Axe: 1.0.0
TI-84 +SE  ||| OS: 2.53 MP (patched) ||| Version: "M"
TI-Nspire    |||  Lent out, and never returned
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Offline squidgetx

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Re: Axe Cuberunner
« Reply #35 on: September 25, 2010, 05:53:48 pm »
Yeah, I kept getting error messages because I was trying to upload a file with the same name as the old one (CR01) so then I clicked back, changed the name, but then it told me that I had already posted it. So I added the attachments one at a time lol

@Builderboy: yes, that will be the next part that I'm working on. It's probably going to be a little while before I get it done, because that's going to require messing around with the engine a little bit.


Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #36 on: September 25, 2010, 05:54:05 pm »
Darn that's awesome! And what Builderboy suggests would be cool. Some levels with patterns would be nice (maybe an editor once the entire game is done?)

Offline ztrumpet

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Re: Axe Cuberunner
« Reply #37 on: September 25, 2010, 06:06:25 pm »
That looks wonderful!  Nice job! ;D

Offline Ranman

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Re: Axe Cuberunner
« Reply #38 on: September 25, 2010, 07:46:20 pm »
That looks wonderful!  Nice job! ;D
Ditto! Very nice!
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #39 on: September 25, 2010, 08:29:47 pm »
I found a bug in the game: if you go right for about half a second or higher, afterward you can no longer turn left. You're stuck going in the right direction forever. TI-84 Plus OS 2.41

EDIT actually that happens with opposite directions as well
« Last Edit: September 25, 2010, 08:30:57 pm by DJ Omnimaga »

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Re: Axe Cuberunner
« Reply #40 on: September 25, 2010, 10:39:30 pm »
This may be too much to ask, but can you rotate the display when you turn?

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #41 on: September 25, 2010, 10:44:24 pm »
Yeah I suggested that a few posts ago. It would be nice, even if it just means moving squares up/down, not real rotation. I am pretty sure this wouldn't be too hard, if the height at which the squares moves up/down depends of their X position on the screen.

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Re: Axe Cuberunner
« Reply #42 on: September 25, 2010, 10:46:11 pm »
Yeah, that's exactly what I was thinking.

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #43 on: September 25, 2010, 10:48:32 pm »
I am not certain, but I think this is what SNES RPGs with a mode 7 world map use in some cases. I might be wrong, though. I will probably try Final Fantasy VI airship to see. In some cases, I even saw the top of the map rounded so it looks like the earth viewed from the space or close, but the map itself still looked flat. They simply added a sprite at the top or something to make the earth look round.

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Re: Axe Cuberunner
« Reply #44 on: September 25, 2010, 11:49:49 pm »
That looks pretty awesome, and pretty close to the original, too! Great job!