Author Topic: Axe Cuberunner  (Read 38338 times)

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Offline Deep Toaster

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Re: Axe Cuberunner
« Reply #75 on: September 30, 2010, 06:26:54 pm »
Love the graphics! If you have time, maybe you could add a tilted square sprite (in both directions) that is displayed instead when the cam's rotated. Not needed, though, because it looks pretty awesome already :D




Offline squidgetx

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Re: Axe Cuberunner
« Reply #76 on: September 30, 2010, 06:30:30 pm »
Love the graphics! If you have time, maybe you could add a tilted square sprite (in both directions) that is displayed instead when the cam's rotated. Not needed, though, because it looks pretty awesome already :D

you read my mind....look for that in the next version ;)

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #77 on: September 30, 2010, 06:31:38 pm »
This is too awesome o.o

Btw, I forgot to check, but are each square sizes different sprites? I think you could ditch grayscale completly and spend that space on other square sprites if that's the case, that looks rotated a bit, and make the largest possible squares 6x6 or 7x7 max, so you can actually use rotated squares. When the screen rotated enough, it would show those instead of the regular ones. It would look even better. Seriously, though, this game is an easy ticalc.org feature, I am sure.

EDIT: Lol you ninja'd me, but yeah if you use 8x8 it migth be a bit hard to rotate the square
« Last Edit: September 30, 2010, 06:32:17 pm by DJ Omnimaga »

Offline squidgetx

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Re: Axe Cuberunner
« Reply #78 on: September 30, 2010, 06:33:19 pm »
Well space wise....I have loads of it. I could just add rotated sprites. The game isn't even over 3kb yet ;D

Rotating the 8x8 might be an issue though...hmmm
« Last Edit: September 30, 2010, 06:35:25 pm by squidgetx »

Offline Deep Toaster

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Re: Axe Cuberunner
« Reply #79 on: September 30, 2010, 06:35:08 pm »
Love the graphics! If you have time, maybe you could add a tilted square sprite (in both directions) that is displayed instead when the cam's rotated. Not needed, though, because it looks pretty awesome already :D

you read my mind....look for that in the next version ;)

:D Awesome!

I agree with DJ, though, you might want to make the largest square a bit smaller just so rotated versions would fit in an 8x8 sprite.




Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #80 on: September 30, 2010, 06:47:35 pm »
Well space wise....I have loads of it. I could just add rotated sprites. The game isn't even over 3kb yet ;D

Rotating the 8x8 might be an issue though...hmmm
Yeah this is why I think it might be best to ditch them and maybe use 7x7 max, otherwise you'll have to use 3 or 4 sprites just for each 8x8 rotated squares x.x

Offline Deep Toaster

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Re: Axe Cuberunner
« Reply #81 on: September 30, 2010, 06:48:35 pm »
I think 7x7 is a reasonable size, because you can rotate them something like 30 degrees without having to extend beyond 8x8.




Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #82 on: September 30, 2010, 11:32:02 pm »
Yeah I checked in Photofiltre Studio, drawing squares quickly, and at 5x5 you can rotate 45°, 6x6 30° and 7x7 15°. At 7x7 it is hard to tell it is 15° instead of 20 or 25, though. It may not look too noticeable if it doesn't rotate enough.

EDIT: Btw I tried it and I definitively think monochrome should be fine. Also you inverted the rotating. When moving left/right it should rotate the other way around.
« Last Edit: September 30, 2010, 11:36:02 pm by DJ Omnimaga »

Offline Madskillz

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Re: Axe Cuberunner
« Reply #83 on: September 30, 2010, 11:47:50 pm »
That is fantastic looking. I am really impressed. I never tried the first version, but I know I wont be waiting any longer. Keep it up you are wowing me right now

Offline Ranman

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Re: Axe Cuberunner
« Reply #84 on: September 30, 2010, 11:52:20 pm »
Wow!
Ranman
Bringing Randy Glover's Jumpman to the TI-89 calculator. Download available at Ticalc.

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Re: Axe Cuberunner
« Reply #85 on: September 30, 2010, 11:53:03 pm »
Other than the grayscale, this is great!  But I do strongly recommend losing the grayscale.

Offline meishe91

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Re: Axe Cuberunner
« Reply #86 on: October 01, 2010, 12:24:08 am »
Ya, this is looking great. I would say unless you can get the grayscale to look good just ditch it, it won't be a big deal :)
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Offline squidgetx

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Re: Axe Cuberunner
« Reply #87 on: October 01, 2010, 07:20:37 am »
Also you inverted the rotating. When moving left/right it should rotate the other way around.

Wow, can't believe I missed that :P Thanks

Offline squidgetx

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Re: Axe Cuberunner
« Reply #88 on: October 04, 2010, 04:23:56 pm »
UPDATE v0.99
 ;D
yeah doublepostwhatever
Pretty much 1.0, just wanted to upload it to see if you guys find any bugs that I don't know about

New features:
titlescreen/highscore tracking
Cubes rotate (sort of) too!

Changes:
Rotation now works the correct way
Finally fixed a bug at its source that has been there since the first release. (involves randomly spawning cubes everywhere)
Fixed cubes-not-reaching-edge-of-screen bug
Back to 3 lvl gray. For a while I wanted it to be monochrome too, but I didn't really like the look. It's not too terribly flickery, and I like the variation it adds.
Optimized a bunch of random stuff
Restored the speed increase as you progress through the game (it was absent in 0.3)



Offline ztrumpet

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Re: Axe Cuberunner
« Reply #89 on: October 04, 2010, 04:44:42 pm »
I really like this game.  Here are my two comments:
I think the score should increase by 1 instead of 2. :)
I also think that there needs to be a pause button; maybe mode or 2nd or enter. :)

Overall, nice game!  Do we get the source in the final version? ;D