Author Topic: Temple Run [Axe]  (Read 18386 times)

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Offline squidgetx

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Temple Run [Axe]
« on: August 31, 2012, 09:50:52 pm »
So I mentioned a couple weeks ago in the Ideas/Inspiration I might pick up porting Temple Run as a project...

Originally I thought I would try to use Mode7 or something, but in the end ended up making a near-complete 3d engine to work it :P So if I can keep the speed and figure out how to do textures as well, I might release the 3d engine as a separate useable library. The engine is really quite nice, it's all based off of a Point() routine that takes x,y,z, and a pointer and writes the x' y' values to the 4 bytes pointed to (also within the routine cameraX, cameraY, and vanishing point are controllable).


Well, it's now in a playable-enough state that I decided to make an official thread, along with a download and screenie, of course. It's still wireframe, making things kinda hard to see and some of the collisions may be glitchy, which is why I'm enlisting your help in fine-tuning it.

You are the black square (sprite coming soon!). There are no turns (yet), only holes, walls, and things to duck under. Use 2nd to jump, Alpha to duck. There is still a lot of work to do, but it's pretty cool as is already (at least I think so)

Edit: And I need a clipped line routine :(
« Last Edit: August 31, 2012, 09:52:18 pm by squidgetx »

Offline annoyingcalc

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Re: Temple Run [Axe]
« Reply #1 on: August 31, 2012, 09:52:21 pm »
Looks Great!

Wow, I wondered if anyone was going to make temple run!
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Offline MGOS

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Re: Temple Run [Axe]
« Reply #2 on: September 01, 2012, 05:22:54 am »
3D looks cool so far!

Here is a line clipping routine for the bottom of the screen. I bet you can optimize it, that's just some ugly prototype I came up with using the similar triangles formula.

Code: [Select]
Lbl LIN
If r4>63
r1-r3→r5?r4-r2*r1//r5-64+r2*r5//(r4-r2)→r3
63→r4
End
Line(r1,r2,r3,r4)
Return

Use it just like the regular line command.
« Last Edit: September 01, 2012, 05:41:29 am by MGOS »

Offline Sorunome

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Re: Temple Run [Axe]
« Reply #3 on: September 01, 2012, 11:36:27 am »
That's looking awesome so far! Keep up the cool work! :D

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Re: Temple Run [Axe]
« Reply #4 on: September 01, 2012, 01:39:38 pm »
Graphics look really simular to those of my racing game. What does the engine support? Does it support rotation of camera and changes in the FOV (zooming in/out)?
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Offline squidgetx

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Re: Temple Run [Axe]
« Reply #5 on: September 01, 2012, 07:36:04 pm »
Thanks everyone!

Graphics look really simular to those of my racing game. What does the engine support? Does it support rotation of camera and changes in the FOV (zooming in/out)?
It doesn't support rotation, since I won't need it for Temple Run. If I ever make a separate general-case library release, I'll probably add rotation. It doesn't currently support zooming in/out either, but that's a really easy addition to make (basically just have to change the fixed focal length value to a variable)

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Re: Temple Run [Axe]
« Reply #6 on: September 01, 2012, 09:33:54 pm »
Nice work, now I can finally play temple run in math class too! ^.^

Offline ruler501

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Re: Temple Run [Axe]
« Reply #7 on: September 02, 2012, 12:58:01 am »
Nice work, now I can finally play temple run in math class too! ^.^
* ruler501 does that anyways on phone :P

Would it be possible to make it touchpad like the fruit ninja game?
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Offline leafy

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Re: Temple Run [Axe]
« Reply #8 on: September 02, 2012, 02:08:54 am »
Thanks everyone!

Graphics look really simular to those of my racing game. What does the engine support? Does it support rotation of camera and changes in the FOV (zooming in/out)?
It doesn't support rotation, since I won't need it for Temple Run. If I ever make a separate general-case library release, I'll probably add rotation. It doesn't currently support zooming in/out either, but that's a really easy addition to make (basically just have to change the fixed focal length value to a variable)

Well, Temple Run does have rotations at 90 degrees. I suppose you could fudge it by doing a really fast animation to another straight segment, but I'm guessing it wouldn't look quite right.
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Offline Spenceboy98

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Re: Temple Run [Axe]
« Reply #9 on: September 02, 2012, 09:21:26 am »
Nice work, now I can finally play temple run in math class too! ^.^
* ruler501 does that anyways on phone :P

Would it be possible to make it touchpad like the fruit ninja game?
I was hoping for something like this.
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Offline squidgetx

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Re: Temple Run [Axe]
« Reply #10 on: September 02, 2012, 01:21:35 pm »
Well, Temple Run does have rotations at 90 degrees. I suppose you could fudge it by doing a really fast animation to another straight segment, but I'm guessing it wouldn't look quite right.

Woops, yeah I guess I'll have to figure that out =/

Added a poll in terms of controls. Vote!

Offline DJ Omnimaga

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Re: Temple Run [Axe]
« Reply #11 on: September 02, 2012, 01:26:30 pm »
Looks nice. Is that game kinda like rollercoaster or is it more like jumping to avoid platforms and stuff? I never played the original D:

Offline LincolnB

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Re: Temple Run [Axe]
« Reply #12 on: September 03, 2012, 11:02:25 pm »
That's pretty impressive. I would say don't go with DT's keypad-as-touchscreen control scheme, although it was very innovative, it was nigh impossible to control on my 84+.
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Re: Temple Run [Axe]
« Reply #13 on: September 03, 2012, 11:10:17 pm »
If you limit it to the F1–F5 keys (since all you're doing is rotating left and right), and allow for multiple keys to be down at the same time (which would have made cheating a lot easier in Fruit Ninja but shouldn't be a problem here), it will be much easier to control. I tested something like it while planning the game, and it was very responsive—I'd say go for it :)

EDIT: You'll have to have a separate system for jumping up and down. Maybe double-tap on ZOOM key or something similar?
« Last Edit: September 03, 2012, 11:11:17 pm by Deep Thought »




Offline TIfanx1999

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Re: Temple Run [Axe]
« Reply #14 on: September 03, 2012, 11:28:02 pm »
I thought a mode 7 engine would be a good way to go, but this looks really nice too. :)
Graphics look really simular to those of my racing game. What does the engine support? Does it support rotation of camera and changes in the FOV (zooming in/out)?

It really reminded me of your racing game when I first saw the topic too. :P

Anyho, this is gonna be really cool. Personally, I'd opt for a more conventional control scheme in this case.