Author Topic: Axe Cuberunner  (Read 37346 times)

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Offline squidgetx

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Re: Axe Cuberunner
« Reply #90 on: October 04, 2010, 04:48:06 pm »
Pause: sure
Score by 1: perhaps...but yeah, probably
Source in 1.0: yes :)

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #91 on: October 04, 2010, 04:59:03 pm »
Nice!
However, I noticed something wrong with the horizon line (see screenshot): Its angle doesn't seems to be in sync with the squares. The horizon angle seems to always lag one frame behind, which makes half of the squares look like they're in the air when turning in the other direction.

Also do you think you could be able to have the squares have another rotated frame where they're rotated about 15° like in a picture I showed in an earlier post, for when the angle hasn't reached its maximum yet? It might make it look more realistic.

Nice job so far :)
Btw is that 83+ speed?

Offline squidgetx

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Re: Axe Cuberunner
« Reply #92 on: October 04, 2010, 05:05:00 pm »
Horizon line glitch....hmmm. yeah fixable. just a program flow flaw :P

Another rotated frame....
Possibly...tbh putting in the single rotated frames was actually really annoying (this is why it took so long for this update :P)
but now that that part of the engine works adding a second set of frames shouldn't be too difficult.
By 15 degrees do you mean a less-rotated-than-the-current-rotated sprite?

This is 83+ speed 6MHz with a :Pause 100-(score/20) built into the loop ;D
« Last Edit: October 04, 2010, 05:05:55 pm by squidgetx »

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #93 on: October 04, 2010, 05:12:10 pm »
Aaah ok :D. As for the pause, I wonder if it could be replaced by something like For(Z,0,100-(score/20)):DispGraphr:End ? You may have to modify the values a bit due to speed but maybe you could have the grayscale look even better that way, since you would take advantage of pauses where nothing happens just to update the grayscale instead.

And by 15° I indeed mean less rotated than the current rotated sprite. basically, halfway through both sprites.

Offline squidgetx

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Re: Axe Cuberunner
« Reply #94 on: October 04, 2010, 05:17:22 pm »
yeah, sircmpwn suggested that earlier. I didn't feel like it helped a whole lot, but that was with the 4 lvl gray. I think someone said earlier (or in another thread) that the 4 lvl gray timing is weird or something.

I'll look into it. :)

Offline meishe91

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Re: Axe Cuberunner
« Reply #95 on: October 04, 2010, 05:23:05 pm »
That looks great :) Keep up the good work and good luck on implementing things.
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Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #96 on: October 04, 2010, 05:42:19 pm »
yeah, sircmpwn suggested that earlier. I didn't feel like it helped a whole lot, but that was with the 4 lvl gray. I think someone said earlier (or in another thread) that the 4 lvl gray timing is weird or something.

I'll look into it. :)
Ah ok. Well, I hope it works out well. :)

Offline ztrumpet

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Re: Axe Cuberunner
« Reply #97 on: October 04, 2010, 06:47:25 pm »
I suggest always keeping the number of DispGraphrs per iteration to be an odd number.  For example, look at the source to my Axe Snake.  The variable I use to control my For( loop is R. :)

Offline Deep Toaster

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Re: Axe Cuberunner
« Reply #98 on: October 04, 2010, 08:02:29 pm »
This is looking awesome! Great job on it, especially the rotation!




Offline Builderboy

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Re: Axe Cuberunner
« Reply #99 on: October 04, 2010, 08:33:24 pm »
This is indeed looking so so very epic!  ESPECIALLY the rotation :D thats something you don't see every day!

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #100 on: October 04, 2010, 08:40:02 pm »
Btw I've been playing this for a while and it's addicting. I always go back into playing the game every few hours

EDIT: My highscore is 1134 btw ;D

EDIT: 1776 :D
« Last Edit: October 04, 2010, 08:47:37 pm by DJ Omnimaga »

Offline squidgetx

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Re: Axe Cuberunner
« Reply #101 on: October 05, 2010, 03:50:06 pm »
I try. ;D

Well DJ, in the next update you'll have to divide all your scores by 2 since I took ztrumpet's suggestion and made the score increase by 1 per frame instead of 2 :P

I tried the alternate pause idiom, and the difference in the grayscale quality is negligible. I also went as far modifying the engine to use only L1 and using interrupts to try and get the gray better, with no luck :(

The gray is acceptable quality imo, especially since they are only squares. Just think of it as a dithered gray as opposed to a true gray :)

edit:
I suggest always keeping the number of DispGraphrs per iteration to be an odd number.  For example, look at the source to my Axe Snake.  The variable I use to control my For( loop is R. :)

There are actually 2 dispgraphr's per frame. It looks better this way :P I think (not sure though) that this is because since everything moves every frame, I have it dispgraphr twice per frame for the proper gray effect.
« Last Edit: October 05, 2010, 03:52:11 pm by squidgetx »

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #102 on: October 05, 2010, 03:53:22 pm »
Ah ok I see. Should be fine anyway I think. The game is really epic. Btw are you plannign to post a new version soon with the fixed horizon glitch?

Btw how much faster can the game run at extremly high score?

EDIT: Also bug reports: When the screen turns black, the gray squares are invisible ??? I can,t even see them coming...
« Last Edit: October 05, 2010, 03:56:31 pm by DJ Omnimaga »

Offline squidgetx

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Re: Axe Cuberunner
« Reply #103 on: October 05, 2010, 03:56:32 pm »
Max speed is at 2000...I'll see if I can get a screenie of that (I can't even get that far after adding the rotation lol)

Yeah, I was going to wait until I got the second set of rotated sprites before update but that won't be for a little while I think...I managed to get everything else done in physics today thoughlol...let me go get my calc ;) v0.995 lol

and yeah that bug got fixed

(i had it fixed but in a version in between 0.4 and 0.99 I changed to monochrome. when I went back to 3 lvl gray I forgot about it :x)
« Last Edit: October 05, 2010, 04:11:52 pm by squidgetx »

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #104 on: October 05, 2010, 04:00:00 pm »
Oh I meant in terms of frames per seconds. I get about 5-6 fps at the start. Do we get like 20-25 at like 30000 points?

Nice to see the bug fixed :D