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Offline Raylin

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Re: Star Fox
« Reply #180 on: September 16, 2010, 06:06:44 pm »
:D :D 360 walls?!
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Offline squidgetx

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Re: Star Fox
« Reply #181 on: September 16, 2010, 06:12:00 pm »
^lol

well i hope that you manage to advance this more beyond a proof of concept type of thing, because contrary to your thoughts, I think it would be quite a fun game to play ;)

Offline thepenguin77

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Re: Star Fox
« Reply #182 on: September 16, 2010, 06:14:05 pm »
Hot_Dog, the engine is very specific. It can't be rotated or angled. And textured walls would go far beyond the processing power of what it does. Right now I use very speed optimized line drawing routines to shade the polygons. If I changed it so that it had to calculate something, it would probably run about 20% current speed.

Part of the reason that making the levels is boring is that I am not creative at all. I planned just to copy the SNES levels, and after a while, it starts to get old.
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Offline Hot_Dog

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Re: Star Fox
« Reply #183 on: September 16, 2010, 06:26:22 pm »
So, how slow/fast would the engine go if we were to add shapes that look like the ones on the SNES?  Such as stationary watchtowers?  If we can only do stuff like solid blocks and tunnels and such, I completely agree with you.  But if we can be creative with the shapes to a certain point, I can be creative with the levels.  Let me know

Offline tloz128

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Re: Star Fox
« Reply #184 on: September 16, 2010, 06:29:11 pm »
I personally think that it would be fun to make levels for Star Fox! If you would like me to help, please let me know.
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Re: Star Fox
« Reply #185 on: September 16, 2010, 07:01:04 pm »
What method of 3D projection do you use?  Do you use indicies, specifically?

Offline tloz128

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Re: Star Fox
« Reply #186 on: September 17, 2010, 09:11:24 pm »
About the tank game- couldn't that be done pretty well using raycasting?
*tloz pictures a 4-level grayscale tank game with textured walls and floor*
I think that it would be possible.
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Offline DJ Omnimaga

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Re: Star Fox
« Reply #187 on: September 17, 2010, 09:18:57 pm »
Maybe it could use Calc84maniac's raycaster, but maybe modified a bit. I think it had variable wall heights, but I am not sure if it was working well.

« Last Edit: September 17, 2010, 09:19:46 pm by DJ Omnimaga »

Offline tloz128

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Re: Star Fox
« Reply #188 on: September 17, 2010, 09:21:38 pm »
I wish I knew assembler :( (or the trig to make this game, for that matter).
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Offline DJ Omnimaga

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Re: Star Fox
« Reply #189 on: September 17, 2010, 09:27:24 pm »
I think it could be possible in Axe, but without floating points I wonder how hard it would be, not to mention you need 3D knowledge in the first place. If I make 3D stuff it will most likely be pseudo-3D or something

Offline Deep Toaster

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Re: Star Fox
« Reply #190 on: September 17, 2010, 09:29:31 pm »
Wow, just saw this thread. It's awesome! Good luck on this!




Offline thepenguin77

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Re: Star Fox
« Reply #191 on: September 18, 2010, 11:55:44 am »
The thought of not making the levels actually makes this seem a lot more fun for me. I think what I'll try to do is to get moving scenery in place, then I'll try to make it as easy as possible for people to make the levels for it.

@SirCmpwn Here's how it works. You have three options for polygons, light, dark and black. Then you make a list of vertices. Then you make a list of polygons that use those vertices. It's not very complex.
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Offline DJ Omnimaga

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Re: Star Fox
« Reply #192 on: September 18, 2010, 12:05:13 pm »
Btw had you planned to add the Asteroid Field levels as well as Sector X, Y, etc? Would the engine be too slow for them?

Offline thepenguin77

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Re: Star Fox
« Reply #193 on: September 18, 2010, 12:15:33 pm »
Those levels wouldn't really even use the polygon engine. Those would have to use my sprite handler engine. I assume that they would actually be faster than the polygon levels because there isn't a lot of calculation going on.
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Offline DJ Omnimaga

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Re: Star Fox
« Reply #194 on: September 18, 2010, 12:18:57 pm »
Ah ok, I was concerned because I tried sprite scaling in Axe before and I could never get more than 10 fps. However it was Axe so I dunno if in ASM it would be much faster.

Something I thought for sprite scaling, though, would be to pre-store every possible sprite zooms in RAM when starting the level and simply display those sprites. It might be much faster with the 8x8 ones