Author Topic: Playing with AXE  (Read 11627 times)

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Offline Ti-newb

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Playing with AXE
« on: May 31, 2010, 12:20:15 am »
Heres a version (not done.. probably wont ever be) of Lunar Lander... im just playing around with the physics for a 2D RPG i might make. =D

This game is really pointless but lol have fun.

Needs AXE

Offline DJ Omnimaga

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Re: Playing with AXE
« Reply #1 on: May 31, 2010, 01:39:41 am »
Nice to see you're back into TI programming :D

It would be nice to see some games from you and also a lunar lander clone ^^

In this game you might want to fix some bugs, though, as seen in this screenshot D:

Offline Galandros

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Re: Playing with AXE
« Reply #2 on: May 31, 2010, 03:38:59 am »
I can give a few tips for making the movement more smooth if it needs.
Make a "decimal part" by making 10 worth 1 pixel.
So you can get the integer coordinate part by dividing by 10. The last digit is only for allowing smoothness.
Do the same with velocity and acceleration.
To optimize, instead of 10 use a multiple of 2 like 16.

If you don't understand, someone can try to explain better or I can give you some example code.



In Axe Parser, someday I may code a Planet Lander with all physics stuff like if you enter too fast in atmosphere, it will burn and such. :)
« Last Edit: May 31, 2010, 03:40:32 am by Galandros »
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Offline Silver Shadow

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Re: Playing with AXE
« Reply #3 on: May 31, 2010, 08:21:30 am »
In this game you might want to fix some bugs, though, as seen in this screenshot D:
Haha, hope the pilot is feeling better after that... ;D
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Offline Raylin

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Re: Playing with AXE
« Reply #4 on: May 31, 2010, 09:32:23 am »
I can give a few tips for making the movement more smooth if it needs.
Make a "decimal part" by making 10 worth 1 pixel.
So you can get the integer coordinate part by dividing by 10. The last digit is only for allowing smoothness.
Do the same with velocity and acceleration.
To optimize, instead of 10 use a multiple of 2 like 16.

If you don't understand, someone can try to explain better or I can give you some example code.


Are you talking about inflating the numbers for precision?
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Offline Silver Shadow

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Re: Playing with AXE
« Reply #5 on: May 31, 2010, 11:52:55 am »
Exactly.
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Offline DJ Omnimaga

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Re: Playing with AXE
« Reply #6 on: May 31, 2010, 12:28:23 pm »
I can give a few tips for making the movement more smooth if it needs.
Keep in mind that the screenshots was slowed down to 9 fps, though, to save space. It is much faster on calc (altough I still noticed the framerate was a bit slower than some other Axe games I saw)

Offline Ti-newb

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Re: Playing with AXE
« Reply #7 on: May 31, 2010, 11:02:27 pm »
oh.. instead of 10.. im actually doing 256.. which someone suggested to me b4.. So my values are divided by 256..

so right now, i have 256 worth 1 pixel

EDIT 1:Lol, Dj u sure went crazy on the Throttle..

and Galandros, i should do that on my acceleration too? cause right now i just have Pt-On(X/256,Y/256,Pic1

EDIT 2: Oh, and DJ, its probably alot slower cause of my boundaries, they're really just not efficent at allllll, since i wasnt planning on keeping them lol. =D
« Last Edit: May 31, 2010, 11:07:24 pm by Ti-newb »

Offline DJ Omnimaga

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Re: Playing with AXE
« Reply #8 on: June 01, 2010, 12:01:06 am »
haha yeah I went OVER 9000 Km/h XD


Offline ztrumpet

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Re: Playing with AXE
« Reply #9 on: June 01, 2010, 07:40:03 pm »
This looks cool.  I think you could turn this into a full fledged game. ;D  Nice work! :D