Author Topic: Axe Cuberunner  (Read 37663 times)

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Offline AngelFish

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Re: Axe Cuberunner
« Reply #45 on: September 26, 2010, 02:17:10 am »
It looks great!

But some sort of depth of field reference line, like an artificial horizon, might make the graphics slightly nicer at no real computational cost. The cubes spontaneously appearing on the empty horizon just looks a bit odd to me.
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Offline meishe91

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Re: Axe Cuberunner
« Reply #46 on: September 26, 2010, 02:24:47 am »
That looks really sweet! Great job!
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Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #47 on: September 26, 2010, 04:01:48 am »
It looks great!

But some sort of depth of field reference line, like an artificial horizon, might make the graphics slightly nicer at no real computational cost. The cubes spontaneously appearing on the empty horizon just looks a bit odd to me.
yeah I agree a line might be a good idea. Also I notice the squares won't reach the complete bottom of the screen. I wonder if this could be fixed, since Axe supports sprite clipping anyway?

Offline squidgetx

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Re: Axe Cuberunner
« Reply #48 on: September 26, 2010, 09:49:14 am »
The extreme turning bug has to do with a weird way that I dealt with key detection. I'm pretty sure it happens when you are going at max speed and then press the other key at the same time. In order to get unstuck for now, just tap the directional key that you're turning in, and you'll slow down :P I have to fix that lol

The line I'll add probably once I get all the graphics fixed (I keep messing with the vanishing point location and depth field measurements and stuff)

The squares not reaching the bottom of the screen is a side effect of a temporary bugfix that involves randomly spawning squares everywhere along the bottom 16 pixels. i think it's because since the squares are moving so fast when they are that close to you, it just doesn't look right, so I just got rid of them. However, could be something wrong in the engine too.

Camera rotation will be probably later on my agenda, but I'll definitely try it out

I'll look into all of these and hopefull get them fixed :)
« Last Edit: September 26, 2010, 09:50:59 am by squidgetx »

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #49 on: September 26, 2010, 01:33:28 pm »
Aah ok I see, that's why I was getting stuck. It might be something to fix in future versions ^^

Good luck and keep up the good work! :)

Offline Builderboy

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Re: Axe Cuberunner
« Reply #50 on: September 26, 2010, 01:35:31 pm »
Hope you can fix all of the bugs, progress is going great and i cant wait for the final version! :D

Offline squidgetx

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Re: Axe Cuberunner
« Reply #51 on: September 29, 2010, 04:06:39 pm »
update!

new features:

4 shade gray (facilitating the creation of a 'sky' of sorts)
tunnels and other 'area separations' (watch the screenie all the way through 1000 to see all of them)

changes:

much much smoother  ;D
acceleration bug fixed, also much smoother than before

you may notice that there's no collision detection in the screenie, but that's just because I'm too lazy to actually skillfully play through all the way to 1000. Attached executable is a working game though

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #52 on: September 29, 2010, 04:08:02 pm »
WOW that looks even better! I'm glad you added an horizon :D. You may want to use different Wabbitemu screenshot settings, though, so the grayscale looks better on emulator.

Can't wait to try it :O

Offline jacques

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Re: Axe Cuberunner
« Reply #53 on: September 29, 2010, 04:10:28 pm »
Wow, that looks great !   :D
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Offline ztrumpet

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Re: Axe Cuberunner
« Reply #54 on: September 29, 2010, 04:10:33 pm »
Wow, nice!  * ZTrumpet place on his calc.

Edit: This is a lot of fun!  My high is 1541.  I really like it after 1000.  Wonderful game! ;D
« Last Edit: September 29, 2010, 04:59:15 pm by ztrumpet »

Offline squidgetx

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Re: Axe Cuberunner
« Reply #55 on: September 29, 2010, 05:10:46 pm »
fyi, I might have to take out the lightgray sky and replace with a simple horizon line in order to implement rotation when turning. Thoughts?

Offline meishe91

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Re: Axe Cuberunner
« Reply #56 on: September 29, 2010, 05:41:34 pm »
That looks really cool! Great job!

Unfortunately I can't download it because I keep getting 500 errors each time I click on the download link :(

Edit:
Finally got it to download now.
« Last Edit: September 29, 2010, 05:41:58 pm by meishe91 »
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Offline ztrumpet

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Re: Axe Cuberunner
« Reply #57 on: September 29, 2010, 05:41:42 pm »
I like the light grey a lot.  I vote that it stays. :)
Why would you have to remove it?

Offline Builderboy

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Re: Axe Cuberunner
« Reply #58 on: September 29, 2010, 05:53:19 pm »
That looks outstanding!  Amazing work! :D

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Re: Axe Cuberunner
« Reply #59 on: September 29, 2010, 06:02:39 pm »
O_O
That is all.