Omnimaga
Calculator Community => Other Calc-Related Projects and Ideas => TI Z80 => Topic started by: Freyaday on April 19, 2011, 04:31:49 pm
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It's official. I'm now embarking on a quest to create n+ for the 84+SE. Thought y'all should know.
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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!
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I'm gonna have fun. Or frustration. Either one. Thanks for the video, man!
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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.
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Hmm.....fighting game? Or perhaps just a puzzle platformer? Maybe an RPG?
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Umm, it's still gonna be a platformer, similar in type to N+, but I need to make it different.
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Good luck freyaday! :D
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Thanks! I need it.
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Nice! This will turn out to be a great game! :)
Btw, which language will this be made in?
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It's gonna be in Axe. I appreciate the confidence, ralphdspam. I needed that.
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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.
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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.
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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.
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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.
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D:
Do you have any shells running?
I know zStart in particular doesn't play nice with Axe.
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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:
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.
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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.
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Here it is, a screenshot for you!
It looks much better now :D
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Thanks! I got it resonating once (w/1G) and reached a speed of 33.
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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!
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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
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Cool! D'you have the latest version which I'm uploading now?
New feature: holding x-1 puts it in White-on-black mode
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O.O I can't find it for some reason...
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The updated files are in the same post.
http://ourl.ca/10519/202081 (http://ourl.ca/10519/202081)
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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
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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?
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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.
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Did you press 0?
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Hrm. Maybe I did. Never mind, then. :P
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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.
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The features are great! I can't wait to see the final game. :D
Also can't seem to get inverted color mode. ???
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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.
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I do have the latest version, but I still can't seem to get the inverted mode to work...
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Could you humor me and redownload it?
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Thanks! :D
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You're welcome.
No worries, I do that too. :P
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Optimization: getKey(3)-getKey(2)*2+X -> X
:)
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No, because that would only move the ball, not change gravity.
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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
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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.
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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?
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The updated files are in the same post.
http://ourl.ca/10519/202081 (http://ourl.ca/10519/202081)
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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
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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*)
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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
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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 :)
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That is weird.
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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
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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)
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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.
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Meh, Shells./me only likes the pasta version.
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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.
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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!
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In WabbitEmu [ZOOM] just makes a bunch of inverting rectangles randomly all over the screen...
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That's what it's supposed to do. Hold it down long enough and you get a mess that makes a pretty good maze.
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Ah, I see. Well...when I did it it ended up drawing over the ball, so nothing was there to move at all :\
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Then hold it down longer so it undraws over the ball or press /
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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 :)
.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
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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?
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Scout: not yet. I'd like to perfect the engine before I put anything new in it.
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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
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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.
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Do you have any screenies? We <3 screenies.
This is sounding awesome, cant wait to play it :D
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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
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
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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)
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Okay, there's an engine. Where's gameplay at?
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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
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Velocity is high=You seem to move in a straight line beacuse gravity is low?
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I don't know, but I mean sometimes I pressed down and moved diagonally. ???
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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
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Ah ok, thanks for the info.
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You're very welcome. :)
Here's a screenie for y'all
Note: runs faster on real calc.
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Nice. What is the difference between bold arrows and the others?
Also I like that circle effect. It almost look like 3D O.o
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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.
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Wow. That circle thing looks epic. O.O
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Hmm I am confused, I still don't understand what does the bold arrow do and what does the non-bold one do ???
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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.
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(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)
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Oh ok I see now, thanks for the info.
I like it so far by the way.
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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.
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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
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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)
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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
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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.
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The physics are great! Also, it works fine in DCS, now. :)
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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.
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You should have a mode where the ball goes is traced and stays on the screen and that would make an epic drawing program.
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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.
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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.
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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.
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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 :)
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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?
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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?
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I watched the whole screenshot but I didn't think i saw it? o.O
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It was at the very beginning. The shockwave itself is invisible. What do you think of the code?
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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 ^^
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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
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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.
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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.
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Yeah, I forgot about that button...I fixed it though!
And thanks, Scout!
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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
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Well, the latest version (not uploaded yet) has a key game element: a switch activated by passing over it with the ball
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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
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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)
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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
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Hold down *