Author Topic: Axe Raycaster  (Read 26411 times)

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Offline Happybobjr

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Re: Axe Raycaster
« Reply #15 on: December 03, 2010, 10:24:43 pm »
HOLY **** (sorry...)


Could this be used with my almost perfectly working (dumb cables) 2 player shooter game?

it runs quite fine in normal speed mode, so adding it with the full speed mode into this....
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Offline Yeong

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Re: Axe Raycaster
« Reply #16 on: December 03, 2010, 10:25:21 pm »
...will make CoD with Stimpack. ;D
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Offline AngelFish

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Re: Axe Raycaster
« Reply #17 on: December 03, 2010, 10:26:53 pm »
If you could figure out how to adjust the floor height, then it'd be perfect for games.
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Offline DJ Omnimaga

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Re: Axe Raycaster
« Reply #18 on: December 03, 2010, 11:47:01 pm »
WOAH This is really awesome and runs faster than I thought! Question, though: would it be possible to have it so walls are more diagonal-ish? I'm not sure how to explain it but I mean less blocky. Or would this be beyond Axe capabilities? Regardless, it would be nice to see a game using this. :)

Offline Munchor

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Re: Axe Raycaster
« Reply #19 on: December 04, 2010, 06:22:48 am »
WOAH This is really awesome and runs faster than I thought! Question, though: would it be possible to have it so walls are more diagonal-ish? I'm not sure how to explain it but I mean less blocky. Or would this be beyond Axe capabilities? Regardless, it would be nice to see a game using this. :)

I'd love to see a first person shooter like the already made Doom for the calculator :)

I'd like to see curved walls too!!

Offline Binder News

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Re: Axe Raycaster
« Reply #20 on: December 04, 2010, 09:42:57 am »
OMG!!!!! This is amazing!! I was also thinking about doing something like this, but am doing something else right now. I agree with Scout David, an FPS would be great.
« Last Edit: December 04, 2010, 09:44:22 am by Binder News »
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Offline Munchor

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Re: Axe Raycaster
« Reply #21 on: December 04, 2010, 09:45:22 am »
Quote
I was also thinking about doing something like this, but am doing something else right now

Philosophic thoughts :)

OMG!!!!! This is amazing!! I was also thinking about doing something like this, but am doing something else right now. I agree with Scout David, an FPS would be great.

Adding a gun to the character sprite wouldn't be very hard, but bullets in a Raycaster would be harder, due to the 3D effect of them
« Last Edit: December 04, 2010, 09:45:32 am by ScoutDavid »

ASHBAD_ALVIN

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Re: Axe Raycaster
« Reply #22 on: December 04, 2010, 11:03:16 am »
looks great, I see yuo draw rectangles instead of blocks and stuff, which gives the raycaster a cool feel!  I'll see what I would be able to make out of it, application wise.

Offline Happybobjr

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Re: Axe Raycaster
« Reply #23 on: December 04, 2010, 03:07:03 pm »
3d blockdude?
« Last Edit: December 04, 2010, 03:51:02 pm by happybobjr »
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 Munchor

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Re: Axe Raycaster
« Reply #24 on: December 04, 2010, 03:07:37 pm »
3d blockdude?

wow, that would be epic, but a Raycaster Platformer would be insanely hard, there aren't that many for computers and consoles...

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Re: Axe Raycaster
« Reply #25 on: December 04, 2010, 03:07:49 pm »
3d pyyrix? O.o

Offline nemo

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Re: Axe Raycaster
« Reply #26 on: December 04, 2010, 03:13:49 pm »
3d blockdude?

i'm already thinking about how you might do this, except make it true to block dude and move 8 pixels at a time. you know what'd be interesting? blockdude in first person. the maps would still be 2-D, and you would only be able to move back and forth.


Offline Munchor

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Re: Axe Raycaster
« Reply #27 on: December 04, 2010, 03:18:38 pm »
3d blockdude?

i'm already thinking about how you might do this, except make it true to block dude and move 8 pixels at a time. you know what'd be interesting? blockdude in first person. the maps would still be 2-D, and you would only be able to move back and forth.

Wow, like this in FPS:


Made by me

Would need grayscale, right? Lots of it to make depth look real
« Last Edit: December 04, 2010, 03:19:15 pm by ScoutDavid »

Ashbad

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Re: Axe Raycaster
« Reply #28 on: December 04, 2010, 03:19:35 pm »
maybe grayscale, good idea, blocks closer in black, go further back they get lighter in color O.o

Offline Munchor

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Re: Axe Raycaster
« Reply #29 on: December 04, 2010, 03:20:20 pm »
maybe grayscale, good idea, blocks closer in black, go further back they get lighter in color O.o



But big maps (example Level 9 in ti-83+ series original blockdude) would be really hard