Author Topic: Colell Ball Toy  (Read 6236 times)

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Ashbad

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Colell Ball Toy
« on: February 08, 2011, 07:32:08 pm »
I'm now applying the rules in 3.0 of the Ashbad's BallPhysics Engine Guidelines to making a "toy" which can keep you entertained for hours -- basically, you can create a 60x60 tile ball course (same size as a pyyrix level) and run a bouncyball through it for hours of endless fun :D  Kind of like linerider (though that lost interest lately, many of you might not know of it)

anyways, I'm almost done the smooth scrolling engine.

EDIT: This is named after my good friend Gregory Colella, and while he only knows TI BASIC and is too busy with sc2 to join omnimaga, he taught me how to do ball physics -- which I applied to make WallBall later on.  This is in recognition of possibly the best unknown TI-BASIC programmer ever :)
« Last Edit: February 08, 2011, 07:33:33 pm by Ashbad »

Offline Munchor

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Re: Colell Ball Toy
« Reply #1 on: February 13, 2011, 01:17:04 pm »
Any progresses?

Offline DJ Omnimaga

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Re: Colell Ball Toy
« Reply #2 on: February 14, 2011, 01:07:34 am »
Interesting. I hope eventually your friend also gets more into calc stuff and joins the forums. This project seems interesting too. It's kinda like a game where you just wander around for fun and no way of winning and losing?

Offline z80man

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Re: Colell Ball Toy
« Reply #3 on: February 14, 2011, 02:47:50 am »
Interesting. I hope eventually your friend also gets more into calc stuff and joins the forums. This project seems interesting too. It's kinda like a game where you just wander around for fun and no way of winning and losing?
I like those kind of games because often I end up losing.  :P

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline DJ Omnimaga

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Re: Colell Ball Toy
« Reply #4 on: February 14, 2011, 02:55:04 am »
Lol, I wasn't talking about that one game you think of. :P

Offline z80man

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Re: Colell Ball Toy
« Reply #5 on: February 14, 2011, 03:00:15 am »
Lol, I wasn't talking about that one game you think of. :P
I meant both " " game and just regular games.

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline DJ Omnimaga

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Re: Colell Ball Toy
« Reply #6 on: February 14, 2011, 03:01:17 am »
How can you lose in games where you cannot lose, though? O.O

Offline z80man

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Re: Colell Ball Toy
« Reply #7 on: February 14, 2011, 03:08:45 am »
How can you lose in games where you cannot lose, though? O.O
I meant, I like games where you cannot lose because in other win/lose games I often end up losing.

Edit: I think I overused the word lose
« Last Edit: February 14, 2011, 03:09:17 am by z80man »

List of stuff I need to do before September:
1. Finish the Emulator of the Casio Prizm (in active development)
2. Finish the the SH3 asm IDE/assembler/linker program (in active development)
3. Create a partial Java virtual machine  for the Prizm (not started)
4. Create Axe for the Prizm with an Axe legacy mode (in planning phase)
5. Develop a large set of C and asm libraries for the Prizm (some progress)
6. Create an emulator of the 83+ for the Prizm (not started)
7. Create a well polished game that showcases the ability of the Casio Prizm (not started)

Offline aeTIos

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Re: Colell Ball Toy
« Reply #8 on: February 14, 2011, 06:58:46 am »
I lost :P
I'm not a nerd but I pretend:

Offline Munchor

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Re: Colell Ball Toy
« Reply #9 on: February 14, 2011, 07:50:43 am »
How can you lose in games where you cannot lose, though? O.O
I meant, I like games where you cannot lose because in other win/lose games I often end up losing.

Edit: I think I overused the word lose

I like games where you constantly lose (Impossible Game, DoodleJump, etc.), ADDICTING games. But RPGs are cool too.

Ashbad

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Re: Colell Ball Toy
« Reply #10 on: February 14, 2011, 01:49:24 pm »
I also like how I'm not actually doing this anymore, due to the incredible speed needed to calculate everything I want to do, so I'm writing a C++ version atm

Offline Builderboy

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Re: Colell Ball Toy
« Reply #11 on: February 14, 2011, 02:38:54 pm »
Awww not at all?  What were you trying to do that took so much speed?  Is there any way that you could make it simpler like chainfire or something and then have a more advanced C version?

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Re: Colell Ball Toy
« Reply #12 on: February 14, 2011, 04:20:12 pm »
That's too bad.  I was looking forward to this. :-\

Offline DJ Omnimaga

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Re: Colell Ball Toy
« Reply #13 on: February 15, 2011, 12:59:26 am »
Sorry to hear. :(

I hope you change your mind. Builderboy and others could maybe help.

Are you gonna announce the C++ version on the forums by the way?
« Last Edit: February 15, 2011, 12:59:51 am by DJ_O »

Offline Munchor

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Re: Colell Ball Toy
« Reply #14 on: February 15, 2011, 08:20:07 am »
I was looking forward to this too, but yeah maybe the C++ version is just as good ;d