Omnimaga

Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Freyaday on April 19, 2011, 04:31:49 pm

Title: xy
Post by: Freyaday on April 19, 2011, 04:31:49 pm
It's official. I'm now embarking on a quest to create n+ for the 84+SE. Thought y'all should know.
Title: Re: n+
Post by: Munchor on April 19, 2011, 04:32:43 pm
It's official. I'm now embarking on a quest to create n+ for the 84+SE. Thought y'all should know.

Yet again, you should give us some links and videos/images of what N+ is.

EDIT:



EDIT 2:

WOAH That's gonna be hard to code, so many Physics! Good Luck!
Title: Re: n+
Post by: Freyaday on April 19, 2011, 04:37:18 pm
I'm gonna have fun. Or frustration. Either one. Thanks for the video, man!
Title: Re: xy
Post by: Freyaday on April 19, 2011, 11:48:23 pm
Sorry for the double post, but I think there's an exception for project updates.
X+ is now xy (no caps).
I made the sprites for most of my movements
And while xy will have similar physics to N+, it will not be N+. I haven't figured out what yet, and I'm open to suggestions.
Title: Re: xy
Post by: willrandship on April 19, 2011, 11:51:52 pm
Hmm.....fighting game? Or perhaps just a puzzle platformer? Maybe an RPG?
Title: Re: xy
Post by: Freyaday on April 20, 2011, 12:02:08 am
Umm, it's still gonna be a platformer, similar in type to N+, but I need to make it different.
Title: Re: xy
Post by: Ashbad on April 20, 2011, 08:44:08 pm
Good luck freyaday! :D
Title: Re: xy
Post by: Freyaday on April 20, 2011, 08:45:53 pm
Thanks! I need it.
Title: Re: xy
Post by: ralphdspam on April 21, 2011, 01:54:58 am
Nice!  This will turn out to be a great game! :)

Btw, which language will this be made in?
Title: Re: xy
Post by: Freyaday on April 21, 2011, 01:59:03 am
It's gonna be in Axe. I appreciate the confidence, ralphdspam. I needed that.
Title: Re: xy
Post by: DJ Omnimaga on April 22, 2011, 09:09:35 pm
This seems interesting. If you make the physics like N+, however, be prepared for lots of headaches figuring out the physics, especially if it's one of your first project. That said I guess since it's gonna be different you don't have to make the physics as complex.

What about a platformer where your character bounces on everything he touches, kinda like a rubber ball and you must make it to the exit in a certain amount of time? When dying you restart at the level beginning and time still continues to run out. This would add some challenge.

Good luck.
Title: Re: xy
Post by: Freyaday on April 22, 2011, 09:21:11 pm
That's an awesome idea, DJ. I'm gonna use that, thanks. Anybody got any ideas for enemies? Also, I'm thinking of letting the player change the direction of gravity.
Title: Re: xy
Post by: Freyaday on April 24, 2011, 10:34:53 am
Here's the physics I have so far, namely the changing direction of gravity. XY is the ASM, XYSOURCE is the Axe 0.5.1 source. Arrow keys to change the directon of gravity, . to zero out horizontal momentum, (-) to zero out vertical momentum, an clear to quit. The coeficient of restitution is 31/32.
Title: Re: xy
Post by: ralphdspam on April 28, 2011, 12:14:02 am
The file crashes on my TI-84 Plus SE.  :(
I tried to compile it with Axe 0.5.1, but it did not work either.
Title: Re: xy
Post by: Freyaday on April 28, 2011, 02:36:02 am
D:
Do you have any shells running?
I know zStart in particular doesn't play nice with Axe.
Title: Re: xy
Post by: Munchor on April 28, 2011, 03:02:09 am
I really liked this. One suggestion, make getKey(2) and getKey(3) raise or lower X by more than it is right now.

If you have:

Code: [Select]
If getKey(2)
X-1->X
End
If getKey(3)
X+1->X
End

Change 1 to 2 please, it's too slow when moving sideways. Other than that it's pretty cool. I tried [-] to change gravity, it works.
Title: Re: xy
Post by: Freyaday on April 28, 2011, 09:33:55 am
There's a new version up in the post above for y'all. Hold MODE to show your current velocity + -  incresase/decrease gravity  hold 2nd to show your current strength of gravity.
Title: Re: xy
Post by: Munchor on April 28, 2011, 09:45:17 am
Here it is, a screenshot for you!

It looks much better now :D
Title: Re: xy
Post by: Freyaday on April 28, 2011, 10:01:19 am
Thanks! I got it resonating once (w/1G) and reached a speed of 33.
Title: Re: xy
Post by: Freyaday on April 28, 2011, 07:08:51 pm
New version! I finally got a gravity direction indicator added (ALPHA), put in a gravital direction randomizer (PRGM), and, umm, added some Spooky Action At A Distance O.O
I have no Idea why, but if you hold down 2ND, ALPHA, MATH, and x-1 all three indicators show up.
Maybe I've somehow tapped into the previously unknown field of software quantum computing?
Quantum Axing!
Title: Re: xy
Post by: ralphdspam on April 28, 2011, 10:34:34 pm
The file crashes on my TI-84 Plus SE.  :(
I tried to compile it with Axe 0.5.1, but it did not work either.
Oh.  I see what's wrong.  It has some conflict with DCS.  All I have to do is run it with Asm() while it is unarchived.

Really nice physics! :D
Title: Re: xy
Post by: Freyaday on April 28, 2011, 10:39:57 pm
Cool! D'you have the latest version which I'm uploading now?

New feature: holding x-1 puts it in White-on-black mode
Title: Re: xy
Post by: ralphdspam on April 28, 2011, 10:45:03 pm
O.O I can't find it for some reason...
Title: Re: xy
Post by: Freyaday on April 28, 2011, 10:46:22 pm
The updated files are in the same post.
http://ourl.ca/10519/202081 (http://ourl.ca/10519/202081)
Title: Re: xy
Post by: ralphdspam on April 28, 2011, 10:52:33 pm
Oh, if that's the case, then I do have the updated version.  :D
I seem too also have found a weird glitch that I an unable to replicate.  :P
Title: Re: xy
Post by: Freyaday on April 28, 2011, 10:56:21 pm
Was it the one with holding up and down at the same time and pressing left/right displaying and changing gravity strength? Or the one with the Gravity strength displaying the proper strength for an instant and then displaying 65-blah-di-dah-di-dah?
Title: Re: xy
Post by: ralphdspam on April 28, 2011, 10:59:09 pm
It had something to do with the ball entirely stopping in the middle of the screen for some odd reason.  I can't replicate it, though.
Title: Re: xy
Post by: Freyaday on April 28, 2011, 10:59:44 pm
Did you press 0?
Title: Re: xy
Post by: ralphdspam on April 28, 2011, 11:01:38 pm
Hrm.  Maybe I did.  Never mind, then.  :P

Title: Re: xy
Post by: Freyaday on April 28, 2011, 11:03:47 pm
Another possibility is that you pressed . and (-) at the same time.
Beyond that weirdness, what do you think of all the features?
Actually, nobody has the absolute latest version; I just checked the post.
Title: Re: xy
Post by: ralphdspam on April 28, 2011, 11:05:01 pm
The features are great!  I can't wait to see the final game.  :D

Also can't seem to get inverted color mode.  ???
Title: Re: xy
Post by: Freyaday on April 28, 2011, 11:14:56 pm
Yeah. Now If only I could figure out how to get it to bounce off of things other than the sides of the screen....

ralphdspam: That's only with the very latest version. You can find it at http://ourl.ca/10519/202081 (http://ourl.ca/10519/202081) It only stays in inverse mode as long as you hold down the key; as soon as you let up on the key, it goes back to black-on-white.
Title: Re: xy
Post by: ralphdspam on April 28, 2011, 11:27:05 pm
I do have the latest version, but I still can't seem to get the inverted mode to work...
Title: Re: xy
Post by: Freyaday on April 28, 2011, 11:32:28 pm
Could you humor me and redownload it?
Title: Re: xy
Post by: ralphdspam on April 28, 2011, 11:41:39 pm
Thanks! :D
Title: Re: xy
Post by: Freyaday on April 28, 2011, 11:42:25 pm
You're welcome.
No worries, I do that too. :P
Title: Re: xy
Post by: leafy on April 29, 2011, 12:42:58 am
Optimization: getKey(3)-getKey(2)*2+X -> X
:)
Title: Re: xy
Post by: Freyaday on April 29, 2011, 12:44:41 am
No, because that would only move the ball, not change gravity.
Title: Re: xy
Post by: leafy on April 30, 2011, 05:02:19 pm
Hm you're right. I was just replying to someone earlier in the thread. Seems like an interesting concept though ^^ I love the influx of gravity games. Gives me competition :P
Title: Re: xy
Post by: Freyaday on April 30, 2011, 08:49:02 pm
Yet another new version!
Got some pretty big changes here, so hold on tight.
Gravity strength is no longer modifiable.
Diagonal gravity! (Mess around with it and you'll see what I mean)
9-1 now control gravity as well. Think of them as a set of eight arrows. 5 Zeros out gravity. I may change this depending on your input.
0 flips the direction of gravity. Note that it's kinda finicky about this, so you have to press it really fast.
Friction has been removed. Trust me, it's a good thing.

Title: Re: xy
Post by: Munchor on May 01, 2011, 05:40:29 am
Yet another new version!
Got some pretty big changes here, so hold on tight.
Gravity strength is no longer modifiable.
Diagonal gravity! (Mess around with it and you'll see what I mean)
9-1 now control gravity as well. Think of them as a set of eight arrows. 5 Zeros out gravity. I may change this depending on your input.
0 flips the direction of gravity. Note that it's kinda finicky about this, so you have to press it really fast.
Friction has been removed. Trust me, it's a good thing.



Where can we find it?
Title: Re: xy
Post by: Freyaday on May 01, 2011, 11:48:32 am
The updated files are in the same post.
http://ourl.ca/10519/202081 (http://ourl.ca/10519/202081)
Title: Re: xy
Post by: Freyaday on May 01, 2011, 02:37:42 pm
And now there's another new version.
This one adds an auto resonator.
Hold Y= to use the auto resonator.
I've found four different sets of stable orbits (That's whay they seems to behave like, orbits) so far.
Side to side: 43-44
Up-down: 31-32
Diagonal: 53-54
Cirlce: 53
Title: Re: xy
Post by: JustCause on May 01, 2011, 02:40:55 pm
Looks cool, I'll download when I get the chance. Physics platformers are fun and awesome.

Fun to play, not fun to code. (See the old MFQT thread. *facepalm*)
Title: Re: xy
Post by: Freyaday on May 01, 2011, 02:41:58 pm
Untill I make a collision engine, it seems xy is going to become a physics sandbox. And if it really is gonna become a physics sandbox, I really wish I had made a proper collision engine so I could have multiple balls at once, all bouncing off one another.
Oh, and I forgot to mention.
See what happens when you hold *, /, and - (independently of each other)
I also forgot to mention some more quantum Axing I've found: Y= MODE / at the same time equals CLEAR
Title: Re: xy
Post by: calcdude84se on May 01, 2011, 04:04:16 pm
It's the keyboard hardware. Reference the table here: http://wikiti.brandonw.net/index.php?title=83Plus:Ports:01 (http://wikiti.brandonw.net/index.php?title=83Plus:Ports:01)
If three keys are three corners of a rectangle, the hardware will also report the fourth corner as pressed.
So you'll have to be careful with key combos :/
Also, I'm going to read the topic now and comment on it :)
Title: Re: xy
Post by: Freyaday on May 01, 2011, 04:06:54 pm
That is weird.
Title: Re: xy
Post by: leafy on May 01, 2011, 05:12:26 pm
Yeah, the calc has issues registering different keys. i remember in my old version of Graviter the enter key corresponded to down arrow somehow :P It's also why I can never be good at geowars
Title: Re: xy
Post by: Freyaday on May 02, 2011, 07:45:38 pm
I HAVE A COLLISION ENGINE!
Ok. The ball size has changed (diameter is now 1 instead of 8 ) (the ball has a train behind so you can see it, don't worry)
Hold down * to leave a trail behind (which it bounces off of) hold down - to leave dots behind (which it also bounces off of) press / to clear remove all the dots and lines on your screen.
I think I've worked all all the bugs in the collision detection except one:
It falls through things when it stops moving.
I can't figure out why it's still doing this, so any help on working out this last kink will be the thing that finally gets xy off the ground.

GO! Download it now!
http://ourl.ca/10519/205534 (http://ourl.ca/10519/205534)
Title: Re: xy
Post by: ralphdspam on May 02, 2011, 09:36:12 pm
Wow!  This engine looks nice.  :)

It still freezes in DCS if you run the nostub version of the program.  If I compile it for Mirage, it works fine in DCS, though.
Title: Re: xy
Post by: Freyaday on May 02, 2011, 09:38:12 pm
Meh, Shells./me only likes the pasta version.
Title: Re: xy
Post by: Freyaday on May 05, 2011, 10:49:24 am
I've got the physics engine down, and am now working on gameplay.
Just so y'all don't get bored, here's the intro letter to xy.
Title: Re: xy
Post by: Freyaday on May 06, 2011, 12:28:04 am
I've finally gotten access to a computer with TI-Connect, so here y'all go: The latest edition of xy.
xy now starts off with a 2 pixel (state) boarder; It has trouble with single pixel ones.
Hold Window to show the odometer
Hold Trace to generate some random Inverse rectangles. I've made some pretty awesome mazes with it.
Math shows the current direction of movement
5 now does nothing.
Zeroing out gravity is now mapped to 0
hold down ^ to not display the first tail
Hold down + to lengthen the tail
Hold Zoom to pause things and grey out the ball and its tail. xy resumes when you release the button.
If anyone can figure out why it's still falling into things and can come up with a fix for it, please share. Please!
If the ball falls into something, start pressing some of the gravity-directing buttons
If you've tried all eight directions and the ball hasn't fallen out yet, press / to clear all filled states or hold Zoom long enough that it empties the states the ball is trapped in.
Let me know what you think, Please!

EDIT: New Line check algorithm! Let me know what you think of it!
EDIT 2:
+ now makes it faster
the buttons from STO to x2 control the length of the tail
Press ( to make a circle with diameter proportionate to speed
Press cos to make the same thing, but centered differently
Press STAT to leave behind a trail of these kinds of circles
- does something interesting
* now copies all things currently produced by the ball
The locater is different: the ball is now the only thing that is black
APPS Inverts which states are filled and which aren't
DEL warps the ball to a random location

EDIT 3:
The arrow keys now cancel out gravity in the perpendicular direction. Hold VARS TAN to stop them from doing so
I changed the way - works

EDIT 4:
I fixed a typo in Edit three; It's the TAN key, not the VARS key. orz
I changed what COS does
I've made the code smaller (Finally!)
I changed the ending screen, as I now plan to distribute the thing around school to give people a taste of what'll be coming in the future (And impress math teachers. They seem to like this stuff for some reason)

It's crunch time people, get your suggestions/complaints/optimizations in now or forever hold your peace, because once I'm done with the engine, I'm moving on to enemies, and I ain't looking back
EDIT 5:
I fixed a bug
I added a frame counter. Press X,T,theta,n to show the current frame count in the top right corner. Let me know what you think of it, because I'm kinda meh on it. Note that the frame counter is only 16-bit, unlike the odometer. I worked it out, and if you see the thing roll over, put the calc down and detox; you've been playing on a calculator for over half an hour :P
EDIT 6:
I fixed two bugs
I added a frames-in-motion counter (SIN)
I removed the inverse rectangles
It's smaller
The frame is smaller
EDIT 7:
New line drawing options--VARS and MODE
) sends an invisible shockwave from the center to the ball
The full tails are now one longer (Includes the circle train)
Ignore the comments at the beginning, they're old I updated them.
The train lengthener now goes down to ON
EDIT 8:
I forget what all I've changed, but it's new. Download it now!
Title: Re: xy
Post by: ZippyDee on May 06, 2011, 07:27:36 am
In WabbitEmu [ZOOM] just makes a bunch of inverting rectangles randomly all over the screen...
Title: Re: xy
Post by: Freyaday on May 06, 2011, 09:26:35 am
That's what it's supposed to do. Hold it down long enough and you get a mess that makes a pretty good maze.
Title: Re: xy
Post by: ZippyDee on May 06, 2011, 09:27:07 am
Ah, I see. Well...when I did it it ended up drawing over the ball, so nothing was there to move at all :\
Title: Re: xy
Post by: Freyaday on May 06, 2011, 09:28:31 am
Then hold it down longer so it undraws over the ball or press /
Title: Re: xy
Post by: Michael_Lee on May 09, 2011, 01:18:28 am
I think you wanted a line-checking algorithm?

This isn't probably the fastest one around, but it works.
I used a variant of algorithm in one of my games, Light (which is dormant) to check for pixel collisions along a line.  You should probably tweak this to suit your needs, especially when it returns the coordinates, which I didn't fill out.

It's untested, but should work?  If it doesn't, I have another variant of this in the Routines thread (except it draws lines, instead of returning coordinates): http://ourl.ca/4129/138496
I know THAT one works :)

Code: [Select]
.LINE
ClrDraw
50->A->B
2->L

Repeat getKey(15)
  If getKey
    getKey(3)-getKey(2)+A->A
    getKey(1)-getKey(4)+B->B
    getKey(10)-getKey(11)+L->L
    L=0+L->L
    sub(LIN,30,30,A,B,L)    //r1 and r2 are the x and y coordinates of the starting point - it radiates out to (r3,r4).
  End
  DispGraph
End
Return

Lbl LIN
  If abs(r4-r2)>abs(r3-r1)
    Exch(°r1,°r2,2)
    Exch(°r3,°r2,2)
  End
  r1>r3->K
  abs(r3-r1)->S/2->V
  abs(r4-r2)->T
  r2->Y<r4*2-1->W
  For(Z,0,abs(r3-r1))
    Z->X
    If K
      -X->X
    End
    If U
      If Pxl-Test(Y,X+r1)
        Return // Coordinates
      End
    Else
      If Pxl-Test(X+r1,Y)
        Return // Coordinates
      End
    End
    1->I
    While I
      I-1->I
      If V-T->V>99
        Y+W->Y
        V+S->V
      End
    End
    DispGraph  //DispGraph and Pause are added to show how the line radiates outwards
    Pause 50
  End
Return
Title: Re: xy
Post by: Munchor on May 09, 2011, 07:24:03 am
First of all, I'm always so surprised at Michael Lee's code, so organized and perfectly indented, really great.

Concerning the updates, @Freyaday: Looking great, any predictions on enemies yet?
Title: Re: xy
Post by: Freyaday on May 09, 2011, 08:44:50 am
Scout: not yet. I'd like to perfect the engine before I put anything new in it.
Title: Re: xy
Post by: Munchor on May 09, 2011, 08:48:17 am
Scout: not yet. I'd like to perfect the engine before I put anything new in it.

Yeah that's the way to go :D
Title: Re: xy
Post by: Freyaday on May 09, 2011, 09:44:05 am
Scout: not yet. I'd like to perfect the engine before I put anything new in it.

Yeah that's the way to go :D
That way I run less risk of breaking enemies when I make things better.
Title: Re: xy
Post by: aeTIos on May 09, 2011, 11:14:54 am
Do you have any screenies? We <3 screenies.
This is sounding awesome, cant wait to play it :D
Title: Re: xy
Post by: Freyaday on May 09, 2011, 10:17:02 pm
NEW XY!!!!!!!
I'm implementing my own, much altered, barely recognizable version of Bresenham's algorithm. It's not that I don't appreciate all the help everyone has provided, I just didn't get to a computer in time :P
I'm very proud of the fact that I have all eight directions Covered in one loop.
Here's my line algorithm:
X=X2
Y=Y2
T=X1
U=Y1

Code: (Frey's line drawing algorithm) [Select]
X-T->A
Y-U->B
A>>0-(A<<0)->I
B>>0-(B<<0)->J
abs(A)->C
abs(B)->D
If C>=D
C->H
Else
D->H
End
For(Q,0,H
Pxl-On(Q*A//H+T,Q*B//H+U
End
DispGraphClrDraw

Get it over here!
http://ourl.ca/10519/205534 (http://ourl.ca/10519/205534)

EDIT: I posted the wrong algorithm. Whoops. X.X
Title: Re: xy
Post by: Freyaday on May 10, 2011, 10:21:18 pm
New xy! I added a bunch of new features and changed some button mappings.

Go get it over at
http://ourl.ca/10519/205534 (http://ourl.ca/10519/205534)
Title: Re: xy
Post by: leafy on May 10, 2011, 11:13:45 pm
Okay, there's an engine. Where's gameplay at?
Title: Re: xy
Post by: DJ Omnimaga on May 10, 2011, 11:39:45 pm
Hmm I haven't followed this much, but I don't understand the concept much. For some reasons when I moved around I would move diagonally. Is this intentional? ??? It looks fast, though O.O
Title: Re: xy
Post by: leafy on May 10, 2011, 11:40:28 pm
Velocity is high=You seem to move in a straight line beacuse gravity is low?
Title: Re: xy
Post by: DJ Omnimaga on May 10, 2011, 11:41:09 pm
I don't know, but I mean sometimes I pressed down and moved diagonally. ???
Title: Re: xy
Post by: Freyaday on May 11, 2011, 01:27:14 am
Things move in straight lines in xy because time is quantized, so gravity only affects things once a time quantum passes. A "tick", if you will. Things travel in straight lines until something acts upon them, ie another tick occurs and gravity affects them again. This is not appearent at low speeds because ticks happen before it gets too far, creating the illusion of a curve.
DJ, when you press an arrow key, it doesn't affect the perpendicular direction of gravity. Hold down Alpha to show gravity direction
Title: Re: xy
Post by: DJ Omnimaga on May 11, 2011, 02:27:11 am
Ah ok, thanks for the info.
Title: Re: xy
Post by: Freyaday on May 11, 2011, 02:35:18 am
You're very welcome. :)

Here's a screenie for y'all
Note: runs faster on real calc.
Title: Re: xy
Post by: DJ Omnimaga on May 11, 2011, 08:26:55 pm
Nice. What is the difference between bold arrows and the others?

Also I like that circle effect. It almost look like 3D O.o
Title: Re: xy
Post by: Freyaday on May 11, 2011, 08:38:42 pm
The difference is in direction only. The reason that set of arrows is bold is because I couldn't find a character that matched the other three arrows, so I decided to go with that one.
At one point (this was never uploaded) you could change the ball diameter on the fly from 8 all the way down to one. I realized that the only way I could get a feasible collision engine going was if the ball diameter was 1, so, yeah.
Title: Re: xy
Post by: ralphdspam on May 11, 2011, 08:40:58 pm
Wow.  That circle thing looks epic.  O.O
Title: Re: xy
Post by: DJ Omnimaga on May 11, 2011, 08:43:09 pm
Hmm I am confused, I still don't understand what does the bold arrow do and what does the non-bold one do ???
Title: Re: xy
Post by: Freyaday on May 11, 2011, 08:52:23 pm
The arrows, bolded or not, all do the same thing: point.
The inner set of arrows shows the direction of gravity, the outer set which way the ball is moving.
Title: Re: xy
Post by: Freyaday on May 11, 2011, 10:33:57 pm
(Yet Another) New xy!
I changed the behavior of the arrow keys and I changed the way - works.
It's over here at http://ourl.ca/10519/205534 (http://ourl.ca/10519/205534)
Title: Re: xy
Post by: DJ Omnimaga on May 11, 2011, 10:53:36 pm
Oh ok I see now, thanks for the info.

I like it so far by the way.
Title: Re: xy
Post by: Freyaday on May 12, 2011, 10:32:41 pm
All right, xy's engine is nearly done.
What I need now is suggestions. If you want something new or want something changed, speak up now or forever hold your peace.
Title: Re: xy
Post by: Freyaday on May 13, 2011, 04:29:58 am
Another new xy!
I'm not gonna repeat myself anymore, (It's getting kinda annoying) so go to http://ourl.ca/10519/205534 (http://ourl.ca/10519/205534) to find out what I've done. :P
Title: Re: xy
Post by: Freyaday on May 13, 2011, 06:37:17 pm
Holy crap, a new xy!
This one contains a bug fix and a frame counter. Hold X,T,theta,n to display the frame count in the upper right hand corner.
http://ourl.ca/10519/205534 (http://ourl.ca/10519/205534)
Title: Re: xy
Post by: leafy on May 13, 2011, 06:50:07 pm
Vunderful. How is this game mechanism going to play out, though? Will it be scrolling? Also, you should decrease the friction on the walls, just to make it feel a bit better IMHO
Title: Re: xy
Post by: Freyaday on May 13, 2011, 06:54:00 pm
Vunderful. How is this game mechanism going to play out, though? Will it be scrolling? Also, you should decrease the friction on the walls, just to make it feel a bit better IMHO
I'm planning on scrolling, I just have to figure out how to do so.
The "friction" of which you speak is the ball hitting the filled state diagonally across from it and not having enough momentum remaining to change to a different state. It happens when you have diagonal gravity on. Use the numpad or let go of TAN to change gravity to an orthogonal direction and get the ball to move.
Title: Re: xy
Post by: ralphdspam on May 14, 2011, 12:11:45 am
The physics are great!  Also, it works fine in DCS, now.  :)
Title: Re: xy
Post by: DJ Omnimaga on May 16, 2011, 03:41:01 pm
Scrolling might be hard if you can draw stuff on the screen and must keep everything in RAM. If the map is the equivalent of like 16 screens and is all composed of pixels, this is 12288 bytes of data the map will take! O.O

If scrolling is added, I think a switch to tilemapping will be needed.
Title: Re: xy
Post by: Spyro543 on May 16, 2011, 04:02:13 pm
You should have a mode where the ball goes is traced and stays on the screen and that would make an epic drawing program.
Title: Re: xy
Post by: Freyaday on May 16, 2011, 04:15:15 pm
I was planning on just four screens, and what is tilemapping, anyway?
Also, I'm currently in the process of expunging unneccessities, because they're taking too much space and they're chewing up my variables. (I'm down to two variables left in the current code.)
The first to go was the inverse rectangles; with the ball no longer going through diagonally adjacent filled states, its products could no longer be used as mazes.

EVERYBODY:
Unless you want your favorite feature gone, I suggest you post your support now, before I strip it away. And just because a feature that wasn't spoken up for is present in the next version, that does not mean it's permanent, that just means I still have use for it. The only exceptions to this are the circles and inverse mode. Even the ball finder may be gone if I feel like it is no longer necessary.
Title: Re: xy
Post by: Munchor on May 16, 2011, 04:16:25 pm
I was planning on just four screens, and what is tilemapping, anyway?
Also, I'm currently in the process of expunging unneccessities, because they're taking too much space and they're chewing up my variables. (I'm down to two variables left in the current code.)
The first to go was the inverse rectangles; with the ball no longer going through diagonally adjacent filled states, its products could no longer be used as mazes.

EVERYBODY:
Unless you want your favorite feature gone, I suggest you post your support now, before I strip it away. And just because a feature that wasn't spoken up for is present in the next version, that does not mean it's permanent, that just means I still have use for it. The only exceptions to this are the circles and inverse mode. Even the ball finder may be gone if I feel like it is no longer necessary.

Tilemapping is instead of doing what you and I do to make maps (Pt-On(; Rect(;Pxl-On(;), not sure if you use it, but I guess so, is to use tilemaps that draw big maps much more easily.

You should check some tutorials in axe.omnimaga.org and A-Map to draw tiles.
Title: Re: xy
Post by: Freyaday on May 16, 2011, 11:02:03 pm
New xy, made with Axe 0.5.2!
It's smaller, the frame has been made smaller, the inverse rectangles are gone, there is now a frames-in-motion counter (Mapped to SIN, and it shows up in the bottom left corner), The speedometer no longer shows up in the bottom left corner when 0, and the spooky GRAPH action at a distance has been blocked.
Title: Re: xy
Post by: Freyaday on May 17, 2011, 11:09:06 pm
Alright, new one:
Press MODE to radiate lines from the ball to its previous positions
Press VARS to have lines radiate from the center to the ball and its previous positions
And, specially made, just for Builderboy, press ) to have a shockwave hit the ball from the center.
Get it over here at: http://ourl.ca/10519/205534 (http://ourl.ca/10519/205534)
Here's a screenie--I decided to end it dramatically :)
Title: Re: xy
Post by: Builderboy on May 18, 2011, 01:41:55 am
I definitely think all these graphical effects are really awesome ^^ Although I'm still a bit confused as to how this is going to turn into a game?  Could you elaborate a bit more?
Title: Re: xy
Post by: Freyaday on May 18, 2011, 01:44:08 am
You'll see. You'll all see--BUWAHAHAHAHAHA!
I'm keeping gameplay under wraps for now, mainly because I'm still hashing it out.
Bboy, what do you think of my explosion?
Title: Re: xy
Post by: Builderboy on May 18, 2011, 01:44:46 am
I watched the whole screenshot but I didn't think i saw it? o.O
Title: Re: xy
Post by: Freyaday on May 18, 2011, 01:46:17 am
It was at the very beginning. The shockwave itself is invisible. What do you think of the code?
Title: Re: xy
Post by: Builderboy on May 18, 2011, 01:48:20 am
Hmmm i watched it again and didn't see where there was a shockwave o.O It always looks like you're just moving it around with momentum and stuff?  And I haven't taken a look at the code actually, I might when I have more time tho ^^
Title: Re: xy
Post by: Deep Toaster on May 18, 2011, 09:42:59 am
The difference is in direction only. The reason that set of arrows is bold is because I couldn't find a character that matched the other three arrows, so I decided to go with that one.

Perhaps this (http://tibasicdev.wikidot.com/83lgfont) would work? I'd suggest $CF for left and $05 for right :)

Physics are looking awesome so far. Can't wait to see how this is gonna be a game O.O
Title: Re: xy
Post by: Freyaday on May 18, 2011, 10:34:31 am
The difference is in direction only. The reason that set of arrows is bold is because I couldn't find a character that matched the other three arrows, so I decided to go with that one.

Perhaps this (http://tibasicdev.wikidot.com/83lgfont) would work? I'd suggest $CF for left and $05 for right :)

Physics are looking awesome so far. Can't wait to see how this is gonna be a game O.O
Oh, but then up would be the odd one out. :(
Hmmm i watched it again and didn't see where there was a shockwave o.O It always looks like you're just moving it around with momentum and stuff?  And I haven't taken a look at the code actually, I might when I have more time tho ^^
That's because the shockwave is invisible.
Watch at the very beginning where it's at the top right and goes slowly towards the center top and then goes back, and when it's in the corner and gets, like, bumped away from the corner. That's the shockwave, at first being held down and then, with the corner bump, just pressed.
Title: Re: xy
Post by: Munchor on May 18, 2011, 10:38:42 am
Avoid double posting in such a short time, use the "Modify" button in your last post.

This is looking very nice, good use of Physics.
Title: Re: xy
Post by: Freyaday on May 18, 2011, 10:44:49 am
Yeah, I forgot about that button...I fixed it though!
And thanks, Scout!
Title: Re: xy
Post by: ztrumpet on May 18, 2011, 04:39:52 pm
This is looking pretty epic.  I'm curious as well as to how it'll become a game, but I hope it does; it looks really cool. :D
Title: Re: xy
Post by: Freyaday on May 18, 2011, 04:41:11 pm
Well, the latest version (not uploaded yet) has a key game element: a switch activated by passing over it with the ball
Title: Re: xy
Post by: Deep Toaster on May 18, 2011, 06:33:40 pm
The difference is in direction only. The reason that set of arrows is bold is because I couldn't find a character that matched the other three arrows, so I decided to go with that one.

Perhaps this (http://tibasicdev.wikidot.com/83lgfont) would work? I'd suggest $CF for left and $05 for right :)

Physics are looking awesome so far. Can't wait to see how this is gonna be a game O.O
Oh, but then up would be the odd one out. :(

$EF and $F1
Title: Re: xy
Post by: Freyaday on June 14, 2011, 02:45:22 pm
New xy! I changed a lot, but I forget what. orz
It's over at http://ourl.ca/10519/205534 (http://ourl.ca/10519/205534)
Title: Re: xy
Post by: Spyro543 on June 14, 2011, 03:30:14 pm
I still think that there should be a mode where the ball's path is traced on-screen. Making for an epic drawing program ;D
Title: Re: xy
Post by: Freyaday on June 14, 2011, 03:30:45 pm
Hold down *