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Now that is really cool nice work on this, do you think you'll be able to get it finished in time for the contest deadline? If you can imagine that you'll go far with this.
Which reminds me: Anybody got a masked line routine lying around?
Quote from: Deep Thought on July 08, 2011, 02:35:34 pmWhich reminds me: Anybody got a masked line routine lying around? Masked line? How do you mask a line?
ASM code must not compose more than 10% of your program code and the only allowed way to use assembly is via the Asm() command. The remaining 90% must be Axe or Axiom code. (See previous rule for Axiom information). Other languages such as TI-BASIC are NOT allowed.
Hmm...some of the physics look a bit off- are you planning to implement realistic gravity?
Every level is (er, will be) broken down into "sectors" of 96x64 pixels. The map is stored as lines (init point-vector), each wholly contained within a sector.
Quote from: squidgetx on July 08, 2011, 07:58:20 pmHmm...some of the physics look a bit off- are you planning to implement realistic gravity?Hmm, what do you mean? I can't tell the difference lol, need a second opinion.
Quote from: Deep Thought on July 08, 2011, 08:28:05 pmEvery level is (er, will be) broken down into "sectors" of 96x64 pixels. The map is stored as lines (init point-vector), each wholly contained within a sector.So will it not scroll?
Quote from: Deep Thought on July 08, 2011, 08:28:05 pmQuote from: squidgetx on July 08, 2011, 07:58:20 pmHmm...some of the physics look a bit off- are you planning to implement realistic gravity?Hmm, what do you mean? I can't tell the difference lol, need a second opinion.I think one thing is that it doesn't seem to get to a high enough speed to look realistic. As he falls it starts to speed up a bit, but then it hits a cap and looks like he's just kind of floating down.
Oh, it will. The screen can overlap four sectors at a time.
Oh, right, I set the gravity a bit too low. It's real acceleration but you can't see it lol
Quote from: Deep Thought on July 08, 2011, 08:38:37 pmOh, it will. The screen can overlap four sectors at a time.Ah, so you will be using clipped line routines for that, I guess.
Might I make a suggestion that you have probably already thought of?
After playing a bit of Fancy Pants, I realized that one of the things that makes it so awesome is the changes in depth. I was looking at it, trying to figure out how exactly he implements it, when I realized that lines at varying depths have a small separation between where it really starts and where it looks like it starts. If this doesn't completely make sense, let me know and I can show you what I mean.