Author Topic: Axe Cuberunner  (Read 38339 times)

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Offline Michael_Lee

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Re: Axe Cuberunner
« Reply #60 on: September 29, 2010, 06:08:50 pm »
That looks fantastic!
My website: Currently boring.

Projects:
Axe Interpreter
   > Core: Done
   > Memory: Need write code to add constants.
   > Graphics: Rewritten.  Needs to integrate sprites with constants.
   > IO: GetKey done.  Need to add mostly homescreen IO stuff.
Croquette:
   > Stomping bugs
   > Internet version: On hold until I can make my website less boring/broken.

Offline ztrumpet

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Re: Axe Cuberunner
« Reply #61 on: September 29, 2010, 06:56:42 pm »
This is so much fun!  I'm playing so much of this.  Excellent game! ;D

Edit: New high score: 2354
Why don't you make part of it playable look like what happens when you die and the score is over 1000; Black Horizon, White Cubes, and a Grey Floor/Ground?
« Last Edit: September 29, 2010, 08:05:35 pm by ztrumpet »

Offline shmibs

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Re: Axe Cuberunner
« Reply #62 on: September 29, 2010, 08:54:39 pm »
you should definitely try out camera rotation without the background gray just to see how it looks. however, im doubtful it could be any more awesome than it is now.

Offline squidgetx

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Re: Axe Cuberunner
« Reply #63 on: September 29, 2010, 10:50:39 pm »
Lol ztrumpet, that is a bug I have noticed and removed. But yeah, now that you mention it, I'm not limited in anyway to the current color schemes so I'll probably put that in later :)

Camera rotation works. The problem is that it looks a bit odd when your horizon is at 0 degrees while all the cubes are slanted. Currently the lightgray area is drawn with RectI()r . I can't think of anyway to make it slant along with the camera rotating, since Rect() only supports....well, rectangles. I could do it easily with Line(), reducing the horizon to simply a light gray line or two instead of having a whole "sky."


I'll put up screenies tomorrow when I can to show what I mean, I just got back from swim practice and a bit tired ;)

Oh and for those of you who are playing, does it ever get boring/too easy? If so, at what score (general range is ok). Currently the difficulty never changes, so I need to start working on that. My best score is around 4000, but after around 2000 it gets kind of boring for me lol, but of course I don't know whether the fact that I made the game or not affects the interest/difficulty


oh and the new quick modify button is awesome and recognizable. props.
« Last Edit: September 29, 2010, 10:54:31 pm by squidgetx »

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #64 on: September 29, 2010, 11:08:08 pm »
I don't mind if the gray is removed to add rotation. I know it would be extremly hard to implement rotating horizon with the gray filling the upper part of the screen. you would have to run a For( loop to fill the upper part of the back buffer with a Line command and I am sure it would slow things down quite a lot.

Offline Deep Toaster

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Re: Axe Cuberunner
« Reply #65 on: September 29, 2010, 11:41:04 pm »
Cam rotation sounds awesome! Go ahead, replace the grayscale if you have to, because it sounds epic :D




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Re: Axe Cuberunner
« Reply #66 on: September 29, 2010, 11:43:36 pm »
Yeah, I don't mind if you remove the grayscale.  Also, I remember you saying earlier that you have a Pause in your loop?  If that is the case, you should change it to:
For(I,0,PutANumberHere
DispGraphrr
End
to make the gray less flickery.

Also, on the scripted runs, I was able to get outside of them.
« Last Edit: September 29, 2010, 11:44:09 pm by SirCmpwn »

Offline Deep Toaster

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Re: Axe Cuberunner
« Reply #67 on: September 29, 2010, 11:47:48 pm »
Yeah, I don't mind if you remove the grayscale.  Also, I remember you saying earlier that you have a Pause in your loop?  If that is the case, you should change it to:
For(I,0,PutANumberHere
DispGraphrr
End
to make the gray less flickery.

Also, on the scripted runs, I was able to get outside of them.

Yeah, that's a good idea. I used something like that in my program, but instead it had a timer that updated the screen constantly but ran through everything else only once every few iterations. This seems a lot smaller ;D But would there be a problem with occasionally having longer pauses between DispGraphrrs while it updates everything else?




SirCmpwn

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Re: Axe Cuberunner
« Reply #68 on: September 29, 2010, 11:51:34 pm »
What do you mean?  I'm suggesting that he replace his Pause XXXX line with my code.

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #69 on: September 30, 2010, 12:10:30 am »
Nice idea indeed. I did not try the game so I couldn't tell if it was flickery on-calc or not, but it's a good idea to take advantage of the fact you can run better GS if you were gonna use Pause to slow down the game anyway ;D

EDIT: If there's no pause in the code, I would recommend removing the gray. I tried the game and the gray seemed very flickery. :(
« Last Edit: September 30, 2010, 02:22:47 am by DJ Omnimaga »

Offline Deep Toaster

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Re: Axe Cuberunner
« Reply #70 on: September 30, 2010, 11:42:37 am »
Why does it seem sometimes that some programs that update DispGraphrr actually seem more flickery than ones that update it a bit less? Do we actually have to find the perfect timing?




Offline squidgetx

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Re: Axe Cuberunner
« Reply #71 on: September 30, 2010, 03:42:31 pm »
I might change it later back to 3 color gray, but right now it's still 4 shade (although I don't use the light shade anywhere in v0.4) The gray is still pretty flickery  :-\

v0.4

New features: cam rotation :D and a new tunnel around 2000
Other changes: some bugfixes with the scripted runs. Pause line was taken out (for dev purposes, but never re-added. I don't think it was super necessary though)


Yeah, you are able to cheat a little and get out of the scripted runs. This is because I was lazy when punching in coordinates-I can make it tighter in the next version.
« Last Edit: September 30, 2010, 03:48:05 pm by squidgetx »

SirCmpwn

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Re: Axe Cuberunner
« Reply #72 on: September 30, 2010, 05:09:47 pm »
That is AWESOME!  Like really, really awesome!

Offline meishe91

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Re: Axe Cuberunner
« Reply #73 on: September 30, 2010, 05:49:57 pm »
Ya, that looks really cool! Great work :D
Spoiler For Spoiler:



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Offline ztrumpet

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Re: Axe Cuberunner
« Reply #74 on: September 30, 2010, 06:23:24 pm »
O.o
This is epic!  I really like the new version! ;D
On v3:
I really liked this version. :)
I got up over 3000 twice, with my score averaging between 1000 and 1500.  I never thought I was boring. ;)

I think this needs to be only a three level greyscale game, as it flickers a lot.  It looks really, really cool though. ;D