Author Topic: Axe Cuberunner  (Read 38328 times)

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Offline squidgetx

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Re: Axe Cuberunner
« Reply #15 on: September 23, 2010, 08:29:25 pm »
major update:
-the depth field has tripled, making animation smoother and the 'cubes' more spread out.
-movement engine has been fixed.
-collision detection yay
-scoring
-i'm working on the non-randomly generated parts right now (like at the beginning and after you pass a "level")
the calc keeps crashing so hopefully I will get that ironed out.
-the game still needs a pause 100 to keep it remotely playable :)

No screenie right now because I'm just sitting here typing this update because I'm bored and waiting for 30 rock to start in about 2 minutes. maybe sometime tomorrow in the afternoon.

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #16 on: September 23, 2010, 09:05:55 pm »
Cool update! Can't wait for screenshot :)

Offline squidgetx

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Re: Axe Cuberunner
« Reply #17 on: September 24, 2010, 03:56:37 pm »
new update

depth scalar has been tripled again.
max depth has been raised from 10 to 15
there are now 3 blocks per row instead of 1

One screenie is the current dev version
The other is showing the beta release game that has been slowed down to make it playable. (8xp is CR01)

Offline kindermoumoute

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Re: Axe Cuberunner
« Reply #18 on: September 24, 2010, 04:07:20 pm »
Good job, i like it!

EDIT : Just a simple idea: give a number of life either starting or recovered during the race, in order to destroy a cube when you move over (a bit like speedX3D for those who know)
« Last Edit: September 24, 2010, 04:11:11 pm by kindermoumoute »
Projects :

Worms armageddon z80 :
- smoothscrolling Pixelmapping : 100%
- Map editor : 80%
- Game System : 0%

Tutoriel français sur l'Axe Parser
- 1ère partie : en ligne.
- 2ème partie : en ligne.
- 3ème partie : en ligne.
- 4ème partie : 10%
- Annexe : 100%

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #19 on: September 24, 2010, 04:49:14 pm »
THis is freaking epic. Nice job!

Offline squidgetx

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Re: Axe Cuberunner
« Reply #20 on: September 24, 2010, 08:22:07 pm »
Kindermoumoute: do you mean, like having a set number of lives (instead of just dying instantly)?

I might look into that, but i'm not too sure...of course, with Axe it wouldn't be to hard to implement, but also in the original cuberunner there isn't anything like that. I'll think about it.

next up: mixed gray/black cubes, and acceleration/deceleration when moving

Offline meishe91

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Re: Axe Cuberunner
« Reply #21 on: September 24, 2010, 08:25:44 pm »
That looks really sweet! Great job on it. Does it speed up or get harder as you continue though? It just seems like you could just keep going in the screenshot.
Spoiler For Spoiler:



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Offline ztrumpet

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Re: Axe Cuberunner
« Reply #22 on: September 24, 2010, 09:30:46 pm »
That is epic!  Excellent game!  I really like how it plays.  Wonderful job.  I can't wait to show one of my friends that originally showed my this on his iTouch! ;D

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #23 on: September 24, 2010, 10:43:23 pm »
Btw judging by the 2nd screenshot speed, I wonder if the movement between frames could be made even smoother so gameplay looks even more smooth? Would it get too blurry?

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Re: Axe Cuberunner
« Reply #24 on: September 24, 2010, 10:53:38 pm »
I love that!  Have always loved that game on the ipod!  Can't wait to play in

Offline Happybobjr

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Re: Axe Cuberunner
« Reply #25 on: September 24, 2010, 10:57:03 pm »
Uploading i like changing font size :P
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 DJ Omnimaga

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Re: Axe Cuberunner
« Reply #26 on: September 24, 2010, 11:26:08 pm »
Uploading i like changing font size :P
hmm what was that post for?

Offline Michael_Lee

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Re: Axe Cuberunner
« Reply #27 on: September 24, 2010, 11:29:42 pm »
I like the screenshot!
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 squidgetx

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Re: Axe Cuberunner
« Reply #28 on: September 25, 2010, 12:58:41 pm »
@DJ:

Theoretically, i could increase the smoothness by increasing the depth scalar again (it is currently 9x the original lol) I don't know about blurryness. i'll check it out.

Offline Happybobjr

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Re: Axe Cuberunner
« Reply #29 on: September 25, 2010, 01:26:16 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.)
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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