Author Topic: Axe Cuberunner  (Read 37574 times)

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ASHBAD_ALVIN

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Re: Axe Cuberunner
« Reply #165 on: October 10, 2010, 02:57:09 pm »
I looked at that video.  Pretty sweet.  Nice job!

Yeah, I'm guessing it was he one with the ball rolling around, thatshowed right after the tunnel game with the rick roll lyrics :)

yrah, that is pretty sick, I want to see that in the game.

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Re: Axe Cuberunner
« Reply #166 on: October 10, 2010, 03:12:12 pm »
Reference to CR03:
Why don't you make part of it playable look like what happens when you die and the score is over 1000; Black Horizon, White Cubes, and a Grey Floor/Ground?
* ZTrumpet votes for this color scheme... ;D

ASHBAD_ALVIN

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Re: Axe Cuberunner
« Reply #167 on: October 10, 2010, 03:12:51 pm »
yeah that would be a cool color scheme

Offline squidgetx

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Re: Axe Cuberunner
« Reply #168 on: October 10, 2010, 04:59:36 pm »
Oh seriously?

I guess I really suck right now :D

Sorry... :(

nah, it's ok :)

Reference to CR03:
Why don't you make part of it playable look like what happens when you die and the score is over 1000; Black Horizon, White Cubes, and a Grey Floor/Ground?
* ZTrumpet votes for this color scheme... ;D

The problem here is that I can't figure out how to efficiently differentiate between the floor and the ground with rotation...since there's no flood-fill like technique that could be performed every frame to make the sky one color and the ground another. I thought of a solution two weeks ago but it would involve adding over 9000 bytes to the program (11520 to be exact)...and I don't really want to do that.

« Last Edit: October 10, 2010, 04:59:51 pm by squidgetx »

Offline Darl181

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Re: Axe Cuberunner
« Reply #169 on: October 10, 2010, 09:03:45 pm »
Have it (the color theme) change at 9001.
« Last Edit: October 10, 2010, 09:04:25 pm by Darl181 »
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Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #170 on: October 11, 2010, 12:51:58 am »
I looked at that video.  Pretty sweet.  Nice job!

Yeah, I'm guessing it was he one with the ball rolling around, thatshowed right after the tunnel game with the rick roll lyrics :)

yrah, that is pretty sick, I want to see that in the game.
Yeah, specifically the ball rolling screenshot where the sprites flashes from black to white but not at the same time, causing some sort of weird blur effect when moving around.

Offline squidgetx

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Re: Axe Cuberunner
« Reply #171 on: October 12, 2010, 03:36:12 pm »
yay v1.1

new features:
added hard mode (and it saves a different high score for each difficulty)
added gray off/on option
added new color effect at 2500 points (1250 on hard mode)

changes:
restructured title screen to accommodate this

I wanted to use the flashing you guys were talking about earlier, but it seemed like it could legitimately be a problem for some people....so I opted for a less seizure-causing effect :P

oh and btw, i'll probably be gone (or at the least fairly inactive) until around Saturday (PSAT's are coming....-.-)

edit:...crap I forgot to record at 9 fps. Sorry chrome users, but you can just download it to your calc instead to see it at full speed ;)
« Last Edit: October 12, 2010, 03:37:36 pm by squidgetx »

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Re: Axe Cuberunner
« Reply #172 on: October 12, 2010, 04:17:37 pm »
blast, im too late. if both left and right are held down at the same time it will slowly move to the right. i know it's not big, but it bothers me and could be easily fixed with a getkey(3) xor getkey(2).

oh well, it's definitely not worth a new version update. this is beautiful as is!

Offline kindermoumoute

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Re: Axe Cuberunner
« Reply #173 on: October 12, 2010, 04:17:45 pm »
Awesome! Hard, speed and pretty, Good job ;D
Projects :

Worms armageddon z80 :
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Tutoriel français sur l'Axe Parser
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Re: Axe Cuberunner
« Reply #174 on: October 12, 2010, 06:11:17 pm »
This is a wonderful game.  I really like the hard mode!

Bug:  Grey can not be turned off after playing until the program is ran again. :(

Offline DJ Omnimaga

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Re: Axe Cuberunner
« Reply #175 on: October 12, 2010, 10:42:07 pm »
Great! I'll try this out soon :)

Hope you can fix the bugs after this weekend :)

Offline squidgetx

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Re: Axe Cuberunner
« Reply #176 on: October 13, 2010, 05:10:10 pm »
crap this is what I get for making a hasty release lol

Oh well I fixed the bugs during physics today so no biggie ;D

I'll probably post the new version sometime tomorrow--so if anyone finds any other bugs, let me know
« Last Edit: October 13, 2010, 05:14:17 pm by squidgetx »

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Re: Axe Cuberunner
« Reply #177 on: October 13, 2010, 11:59:00 pm »
Cool :D

Just make sure to update your old file, though, so you won't lose your download count x.x

Offline squidgetx

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Re: Axe Cuberunner
« Reply #178 on: October 14, 2010, 06:14:06 pm »
1.11

bugs fixed

phew...almost didn't get to it today lol
« Last Edit: October 14, 2010, 06:17:26 pm by squidgetx »

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Re: Axe Cuberunner
« Reply #179 on: October 14, 2010, 06:26:28 pm »
Yea!  Thanks. :)