Author Topic: Voyager X  (Read 7881 times)

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Offline collechess

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Voyager X
« on: May 03, 2011, 09:39:20 pm »
I am starting to program a series called Voyager X to help me learn Axe.  It will be mainly a cross between a sidescroller and arcade game.  The first element, a game similar to tunnel, but with randomly generated obstacles instead of walls, is coming along smoothly.  However, because I'm just getting started with Axe, its probably horribly unoptimized.  I'll have the engine up as soon as I get enough posts. ;)

Offline leafy

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Re: Voyager X
« Reply #1 on: May 03, 2011, 09:50:20 pm »
Consult the all-mighty runer112 for optimizing. He's a boss ^^
Definetely sounds interesting.
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Offline collechess

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Re: Voyager X
« Reply #2 on: May 04, 2011, 07:15:15 pm »
I have almost finished the flying engine, and also turned it into a minigame.  The only things that need work are the menu, obstacle generator, collisions, and difficulty levels.    ;D

Offline Munchor

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Re: Voyager X
« Reply #3 on: May 09, 2011, 07:39:19 am »
Good luck collechess! How's this going?

Offline aeTIos

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Re: Voyager X
« Reply #4 on: May 09, 2011, 09:53:03 am »
This sounds awesome! keep it up!
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Re: Voyager X
« Reply #5 on: May 09, 2011, 05:23:28 pm »
This sounds great!  I think this is a great idea on for a way to learn Axe. :)

Offline collechess

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Re: Voyager X
« Reply #6 on: May 09, 2011, 10:01:19 pm »
I have a better description of the game:
-You are a recruit at Intergalactic Military Headquarters and must defend Earth and its allies from alien invaders.  As the game progresses you advance in rank and earn new ships.
-The game is structured by missions that you must complete to make progress.
-All of the missions will be side scrolling
- I will probably have one program for initiating variables, menus, mission select, etc. and one subprogram for every mission.
-If the subprograms don't take up too much memory I might add side missions, but that's way in the future
                  ...That's a big to-do list :)

In case anyone's interested, the download for the flying engine is http://www.ticalc.org/archives/files/fileinfo/437/43745.html
The collisions are a little buggy and there is no hard level.
Or the attachment is here
« Last Edit: May 09, 2011, 11:19:20 pm by collechess »

Offline collechess

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Re: Voyager X
« Reply #7 on: May 12, 2011, 09:19:44 pm »
I had the first three missions running fine, but when I tried to make them into one program, I somehow slowed them down so much their not playable.  If I don't get this fixed soon, I might have to throw the whole project.. :'(
Here's the source for the first mission in case anyone wants to try to fix it or use it in your own project.

Offline DJ Omnimaga

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Re: Voyager X
« Reply #8 on: May 12, 2011, 09:37:33 pm »
Interesting, do you have any animated screenshots?

Also if you need help you should ask in the Axe section and post the source code in text format.

Offline collechess

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Re: Voyager X
« Reply #9 on: May 13, 2011, 11:01:17 pm »
I decided to drop the idea of missions because they didn't really go with the game and took up too much memory.  So it's just a side-scrolling arcade game.  It has three speeds/difficulties, each with its own different ship.  All it needs is a highscore function(need to learn appvars), better menu, and better collision detection.
Sorry for the bad screenshot, I just downloaded WabbitEmu.  For some reason the game shows up much slower than it really is. ;D

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Re: Voyager X
« Reply #10 on: May 13, 2011, 11:29:39 pm »
Looks nice!  Do you have plans for different enemies or powerups?
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Offline collechess

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Re: Voyager X
« Reply #11 on: May 15, 2011, 10:54:49 am »
I might add them later if they don't slow down the game too much

Offline DJ Omnimaga

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Re: Voyager X
« Reply #12 on: June 06, 2011, 08:32:54 pm »
THis looks nice. I wonder if shooting enemy ships will be possible in the future or if there could be some power ups, allowing you to be invincible for a short while or stuff like that?

Offline collechess

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Re: Voyager X
« Reply #13 on: June 07, 2011, 08:22:31 pm »
I haven't been working on this that much lately, but I might be able to add enemies or power-ups or whatnot.  All that's new is I took out the different ships, cause they won't really go with the story, took out the score counter, cause it slowed the program down too much, and inverted the screen.  And yes, I know I forgot to change the fix command at the end, I've already changed it.

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Re: Voyager X
« Reply #14 on: June 07, 2011, 10:19:24 pm »
For the score, have you thought about using custom fonts or sprites for it? ANother idea is to make the text so it won't automatically updates itself, but requires a dispgraph.