Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
Half Life 2: On-Calc
« previous
next »
Print
Pages:
1
...
11
12
[
13
]
14
15
...
25
Go Down
Author
Topic: Half Life 2: On-Calc (Read 75817 times)
0 Members and 3 Guests are viewing this topic.
SirCmpwn
Guest
Re: Half Life 2: On-Calc
«
Reply #180 on:
April 12, 2010, 04:48:29 pm »
So, I am making progress.
The only problem I have is that it is sofa king hard to get the stupid collisions to work. Some very strange things are happening when I do. Things that shouldn't happen.
I'll post a pretty screenshot and maybe another demo when I get it to work.
Logged
Builderboy
Physics Guru
CoT Emeritus
LV13
Extreme Addict (Next: 9001)
Posts: 5673
Rating: +613/-9
Would you kindly?
Re: Half Life 2: On-Calc
«
Reply #181 on:
April 12, 2010, 05:31:07 pm »
Yeah i was working on a physics library in Axe a while back, and the collisions are murder. Since evry object needs to collide with every other object, you get nested for loops and it gets slow pretty quickly. That is unless yo implement some alternative collision routine such as buffer driven, but then you lose a buffer and thats no fun
keep at it tho!
Logged
SirCmpwn
Guest
Re: Half Life 2: On-Calc
«
Reply #182 on:
April 12, 2010, 05:43:55 pm »
Well, I only cycle through the remaining objects (because you don't need to calculate the same collision twice), so it is a bit faster.
However, although the collision code works fine, the when I try to modify the velocity of the objects in question, strange things happen. Like invisible walls appearing, and other fun stuff. I have no idea why.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Half Life 2: On-Calc
«
Reply #183 on:
April 12, 2010, 10:44:32 pm »
The hardest part is having to deal with object collision, right? Tiles are also hard. For someone who was used to handle tile by tile movement, like in most old RPGs is gonna have an hard time getting used to collision detection when their character can move a single pixel instead of moving every tile (even smooth tile by tile movement was easier).
I hope you can fix those issues. Good luck!
Logged
SirCmpwn
Guest
Re: Half Life 2: On-Calc
«
Reply #184 on:
April 13, 2010, 04:57:46 pm »
Holy cow, that was hard.
I have semi-complete object collisions. Attached is a gif.
Next on my to-do list are these, in order:
*Finish object collisions
*Support variable-size sprites
*Look into the possibility of bigger maps with smooth scrolling
*
Release early beta of Source Engine
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Half Life 2: On-Calc
«
Reply #185 on:
April 13, 2010, 05:28:22 pm »
wow that's friggin fast considering the collision detection you have to check. It's cool how you can push objects like this and that they have good physics too. In Block dude when blocks are pushed at the bottom of a cliff, they only go straight downward regardless. For some reasons, the character jumping speed seems pretty fast, though. Are you planning to make jumps slower?
Logged
SirCmpwn
Guest
Re: Half Life 2: On-Calc
«
Reply #186 on:
April 13, 2010, 05:29:43 pm »
Yes. He is not jumping, rather, for debugging purposes, he is flying. I made him holding up bring you endlessly upwards.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Half Life 2: On-Calc
«
Reply #187 on:
April 13, 2010, 05:32:56 pm »
Yeah I know, I was just curious. In Super Mario 1.2, Mario jumps about that fast, so when jumping high, from the time you start going up until the time you touch the ground again (at the same level), only about 0.3 seconds will have elapsed. It makes jumping on enemies quite hard when you're used to the real mario games almost taking a second to do so.
Logged
SirCmpwn
Guest
Re: Half Life 2: On-Calc
«
Reply #188 on:
April 13, 2010, 05:34:25 pm »
Yes, I will be sure to have it take a little while.
Anyone have suggestions to add to my to-do list?
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Half Life 2: On-Calc
«
Reply #189 on:
April 13, 2010, 05:35:46 pm »
Maybe some enemies moving around? (altough it may not be much unless you add the ability to shoot alerady)
Logged
SirCmpwn
Guest
Re: Half Life 2: On-Calc
«
Reply #190 on:
April 13, 2010, 05:38:24 pm »
Ooo, there's something that completely slipped my mind.
I'll stick that on the bottom of the list.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Half Life 2: On-Calc
«
Reply #191 on:
April 13, 2010, 05:45:39 pm »
I wonder if smooth scrolling would be fast? My little worry is about having a stationary HUD in front of the entire screen scrolling. You would need to redraw the entire HUD every frame, right? Else, I wonder if such thing could just be stored in the memory somewhere and recalled into L6 when the screen finished scrolling... I haven't messed around with scrolling yet.
Logged
SirCmpwn
Guest
Re: Half Life 2: On-Calc
«
Reply #192 on:
April 13, 2010, 05:47:06 pm »
Well, smooth scroll shouldn't create a slow down on its own, and I already draw the objects seperately from the map anyway, so I don't think a HUD would create a slowdown.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Half Life 2: On-Calc
«
Reply #193 on:
April 13, 2010, 05:49:56 pm »
Aaah ok, thanks for the info. MY worry was if the HUD had like 10 elements to display every frame. I guess one helpful thing would be to not use any text
Logged
meishe91
Super Ninja
LV11
Super Veteran (Next: 3000)
Posts: 2946
Rating: +115/-11
Re: Half Life 2: On-Calc
«
Reply #194 on:
April 13, 2010, 05:50:04 pm »
Did you figure out any of those going in the ceiling/floor glitches? Or is that part of the object collision you need to finish?
By the way it is looking nice!
Logged
Spoiler
For
Spoiler
:
For the 51
st
time, that is not my card! (Magic Joke)
Print
Pages:
1
...
11
12
[
13
]
14
15
...
25
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calc-Related Projects and Ideas
»
TI Z80
»
Half Life 2: On-Calc