Author Topic: Axe Cuberunner  (Read 37604 times)

0 Members and 1 Guest are viewing this topic.

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Axe Cuberunner
« on: September 22, 2010, 03:48:15 pm »
My next project will be a psuedo-port of the itouch game, Cuberunner!
For those of you that don't know it, it's a simple game where you attempt to navigate through a course full of cubes, without hitting any of them.

Attached is a screenie of my current progress as well as the nostub exectuable. The current version is in (almost) full 3d. The square size and position is done with 3d math. However, they are only squares lol as opposed to cubes. I am probably going to keep them as only squares anyway, and will also probably move to scaled sprites as well for speed purposes.

Currently there is no collision detection and the 3d is a little glitchy, but that can be fixed ;)
« Last Edit: September 22, 2010, 04:01:17 pm by squidgetx »

souvik1997

  • Guest
Re: Axe Cuberunner
« Reply #1 on: September 22, 2010, 04:00:27 pm »
Wow, that looks awesome! I can't wait to get this game :)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Axe Cuberunner
« Reply #2 on: September 22, 2010, 04:04:14 pm »
WOW that looks great! Please do not make the framerate too high, though (right now it should be fine), because with grayscale it might look crappy (scanlines). Can't wait to see more improvements in the future :)

Offline ztrumpet

  • The Rarely Active One
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5712
  • Rating: +364/-4
  • If you see this, send me a PM. Just for fun.
    • View Profile
Re: Axe Cuberunner
« Reply #3 on: September 22, 2010, 04:49:42 pm »
YES!  I saw the title and immediately clicked.  One of my favorite iTouch games is now coming to my calc.  Yea!

Good luck on it.  It looks nice so far. :D

SirCmpwn

  • Guest
Re: Axe Cuberunner
« Reply #4 on: September 22, 2010, 06:17:08 pm »
Ooo, nice!

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Axe Cuberunner
« Reply #5 on: September 23, 2010, 01:07:45 am »
It looks a bit fast?  If i remember correctly the version on the iPhone didn't start out nearly that fast.  Apart from that though, it looks awesome!

Offline meishe91

  • Super Ninja
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2946
  • Rating: +115/-11
    • View Profile
    • DeviantArt
Re: Axe Cuberunner
« Reply #6 on: September 23, 2010, 01:20:42 am »
Is Cuberunner basically the same as Cubefield? It looks like it.

If it is then I was actually just thinking about seeing if someone would port it last night before I fell asleep :P

Looks great though, good luck :D
Spoiler For Spoiler:



For the 51st time, that is not my card! (Magic Joke)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Axe Cuberunner
« Reply #7 on: September 23, 2010, 01:53:44 am »
Seems like so actually. I wonder if it would be easy to implement camera rotating when moving left/right? You would need to use different square tiles for each angle, though, and if there's a lot of math involved maybe it could slow it down a bit..

Offline shmibs

  • しらす丼
  • Administrator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2132
  • Rating: +281/-3
  • try to be ok, ok?
    • View Profile
    • shmibbles.me
Re: Axe Cuberunner
« Reply #8 on: September 23, 2010, 09:31:05 am »
/\yeah, it would slow things down
right now im assuming that he's using rect( for drawing, which is fine for the front side of the cube, but to add in the skewed sides he would have to switch to line(

looks great so far, though!

Offline mapar007

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 550
  • Rating: +28/-5
  • The Great Mata Mata
    • View Profile
Re: Axe Cuberunner
« Reply #9 on: September 23, 2010, 09:32:38 am »
That's one (1) cookie for you, squidgetx. I might just break my (rather unintentional) calc game abstinence for this :P

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Axe Cuberunner
« Reply #10 on: September 23, 2010, 03:19:57 pm »
Yes, it is currently much faster than the real version. This is because currently I'm only drawing the front of the cubes (with line( ) and also there is zero collision detection. Also there is only one cube per depth measurement, which will change later.

If you look carefully, the movement engine is a little messed up. What is happening is that I am rotating the camera to match the position of the ship's view. Meaning that you actually aren't moving at all. So I have to rework that part a bit.

Today I started experimenting with scaled sprites over legitimate 3d math. It runs a whole lot faster (like...a LOT) and even looks more 3d than before. The only problem would be that when I decide to draw the cubes' sides and tops it would be kind of weird (although I think i know how I could firgure that out...maybe.)
« Last Edit: September 23, 2010, 03:42:59 pm by squidgetx »

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Axe Cuberunner
« Reply #11 on: September 23, 2010, 03:52:44 pm »
That looks great :D I still think the cubes need to go slower though :P And by slower, i dont mean a slower framerate, i mean the cubes move a smaller distance each frame

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Axe Cuberunner
« Reply #12 on: September 23, 2010, 03:53:59 pm »
^oh yeah, that will be fixed. i'm going to be inflating the depth variable a bit later when I get the chance to work on it

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Axe Cuberunner
« Reply #13 on: September 23, 2010, 03:55:05 pm »
Sounds great :D And i might point out that i think the cubes look fine as squares personally :)

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Axe Cuberunner
« Reply #14 on: September 23, 2010, 05:33:06 pm »
This looks great. I agree with Builderboy. The transition between each spots where the cubes are should be smoother. Nice job so far!