Hi,
It's been a while since I last worked on an Axe project because school kept me busy and non-motivated, but since it's the holidays, I thought of getting back into it.
I'm not getting straight back into Worms (I will, later) because I wanted to do a quick little project before, and that had to be Hexagon. Note that I'll only do Hexagon, not Super Hexagon.
Screenshots coming soon, at the time of writing everything has been done except collisions and patterns after 3 hours worth of programming. The game runs smoothly at 6 MHz as always.
Quick projects can be the most rewarding ones. I like to finish making games and who doesn't.
Hexagon would be cool for Z80 calcs. :) There is one already called Super Square or something but it doesn't even look close to hexagon.
There you go, screenshot of it running at 6 MHz (as always, but I have to re-lose the habit of saying it everytime :P).
(https://img.ourl.ca/axagon1.gif)
Also, you don't see it on the screenshot because it's randomized, but the rotation changes direction randomly (it will also change speed).
EDIT : oops, you actually see it :P
Oooh pretty nifty so far. Glad you got rotation working by the way. That was the main feature the CSE version lacked. :D
Yeah, I was thinking how I'd do that without a polygon filling routine (as I was pretty sure the poor 83+ wouldn't handle it), so I thought of giving up on filling surfaces and going full lines. It works rather nicely, but I'm worried about how it will look like with many obstacles.
I have the same thing running on Casio Fx-9860. it runs quite fast until multiple obstacles are there and the fps sinks down...
Great job man! I was thinking about doing this, actually. Nice to see you beat me to the punch!
That looks great!
Alright, now that complex patterns are nicely supported and easy to add at will, the only things left are collisions and a proper menu !
(https://img.ourl.ca/axagon2.gif)
Holy hell that gets quite insane near the end! O.O
I also notice the lines are not as thick. Was it done for speed?
Looks nice! Will the collisions be handled as pixel perfects or some other way?
DJ: yeah, I reduced the thickness so I have less lines to draw.
pimath: I use the fact that the player's coordinates are polar to make collision detection easy: when the obstacle's R coordinate is close enough to the player's (which is a constant), just compare the angles of the player and each side of the obstacle.
Ah okay the polar coordinate system makes sense. I was thinking about that when I almost started this as a project, but I wasn't thinking about collisions.
I never did 3D and rotation, so I would probably have an hard time porting this game to the HP Prime or CSE in short terms, but maybe if I ever learn them, I could manage to do it. For the HP Prime version I could use actual polygon commands since they're filled and just change the colors gradually without speed loss.
DJ O, just make the rotations, the pesudo perspective can be done with some tweaks to the simple formulas (I should find them again. I lost them)
Yeah it's the formulas that I am missing actually, plus getting collision done would probably require me to learn about polar coordinates and that stuff anyway.
Also I wonder how hard it is to use polar coordinates that are pixel-based instead of Window-based, because on the Prime I prefer to work in pixel mode to avoid changing user's window settings (people didn't care in the 90's and early 2000's but nowadays whenever a program does it they bitch and moan about it like if it was worse than Custer's Revenge).
Actually, collisions on this game is stupidly easy and not touching any polar coordonate stuff:
Let's say that your current angle is in [0, 360] (I like degres), in Hexagon, you have six sides, so you're on the side a/360.
For the obstacle, you have just its side, its length(depth) and it's time. Once it reaches the center hexagon (after a certain time), if your angle is in this side, game over. If you want to have Super-Hexagon-esque collisions, you just check at the meeting the death, and to stop at the "wall", you just check and clamp to a/60.
Well yeah, that "angle" is called a polar coordinate. I'm applying this technique, because everybody would.
Hmmm, looks pretty good so far. Keep it up. :)
You made me dig unto my 2yo prototype on Casio. I fixed things here and there but it's already working. I should poke Adbook (it was a duo work back then) for doing some work with me too. It's fun because it's quite close to what you did actually! ^^
Hm is he still around in the community? I think I recall seeing that name before. It would be nice to see new programs from him too indeed. Also Siarpan :P
Adbook is deep in his studies and Sirapran, I don't know 'bout him.
Hmmm, you should poke Siapran into coming to CW. :P
He doesn't find the time to derp or program between the school and his preoccupations. We're derailling the topic quite heavily, should we stopping?
Oh ok. And yes, back on topic. :)
So yeah, back on topic. Collisions are implemented, next is scoring. Aaand I actually want to bring it a little further afterwards, so we'll see about that when the time comes :3 (I also have to do a titlescreen first).
Cool ro hear Matref. I can't wait to see the final product ^.^
(https://img.ourl.ca/axagon3.gif)
Need I say more ? :P
That is pretty darn impressive!
Quote from: matrefeytontias on January 01, 2015, 01:42:38 PM
(https://img.ourl.ca/axagon3.gif)
Need I say more ? :P
Nice! U thought you were going for an UI like the original game though (and like what I did too) but I can't wait to see how you will progress!
Deleted accidental Double Post.
Nice job matref! Keep it up!
Looks very nice, so I take it that the colors will no longer be inverted? I like it with the score in particular by the way :)
DJ O I think he'll reverse them for another level or when beating 60 seconds in a run.
Aah that would be cool. I remember Cubefield did something similar after surviving for a certain amount of time.
Yeah it switched to green on black wireframe mode. But the original hexagon flash game doesn't do it IIRC. It comes from the Super Hexagon game. But well, I have more the C64 demake in mind (after 45 seconds it goes to full epilepsy mode)
Lol I hope that demake has warnings about it O.O (but again, most old NES games had much more worse flashy stuff and people who got them used without the instructions were probably not aware of it. >.<
Much worse flashy stuff? How can you do worse by flashing the whole screen?
Flashing exactly between color #FF0000 and #00FFFF at 60 FPS. For some reasons it seems more intense than #000000 <> #FFFFFF on some screens.
Haha I hope monochrome calc games don't cause a seizure. And yeah DJ I think it's probably more intense to switch colors than just switching black/white.
Wow this looks quite impressive, I feel bad for not checking this out earlier x.x Great job :D
Quote from: Streetwalrus on January 21, 2015, 10:45:24 AM
Haha I hope monochrome calc games don't cause a seizure. And yeah DJ I think it's probably more intense to switch colors than just switching black/white.
It is. I don't know why, considering the contrast is much lower. But I once watched that banned Pokémon episode and it was particularly intense compared to black/white flashes in NES/SNES games.
There is no danger with monochrome calculator games unless you use an emulator.
FLashing makes epileptic go <?> because it's flashing lights, a calculator doesn't emit light. (except color modelsexcept the nspire I think they're too slow to make a seizure flash).
actually the CSE with buffer swapping might be fast enough.
Yeah I tried and it's even too fast. You have to slow it down so that it won't become a scanline fest. It's not as intense as the HP Prime, though, because the LCD is lower quality and the LCD has a blue-ish tint (so pink will look like purple, for example).
Anyway we should probably get back on topic lol. I wonder how hard a CSE hexagon port would be, though...
Release time !
So instead of talking to describe it, I'll just post it and you try it :P but you still get a screenshot of the new title screen.
(https://img.ourl.ca/axagon4.gif)
Here you go for now, while it gets approved at ticalc : http://www.mirari.fr/PJ06
Hey! Congratulations on relasing! I hoped for moar graphical things but you kept to to the core! NIce work!
Yeah, I wanted it to be enjoyable while remaining a small project that I don't want to spend more than a month on :P challenge successful, yeah ?
Absolutely! Have fun with the future feedback! :p
Thanks, I hope to have much of it :P
Also, I took an actual screenshot of the gameplay for ticalc :
(https://img.ourl.ca/axagon5.gif)
Saweeet, im defenitely downloading this. If TI-Connect works >.>.
Anyway, seems like i have something to do in class when im bored :D
Cool ^^
Also, anybody tell me if you reach 60 seconds, because then c gets real :P
Like what? Color reversing? Speeding up? Can't wait to see! :p
Well, try and tell me :P reaching 60 seconds shouldn't be that easy either.
A royal 20 seconds 8)
EDIT: Scratch that, 32.80
EDIT2: 30.54! :o
EDIT3: 45.66 *.* im on a roll here
Quote from: matrefeytontias on January 24, 2015, 07:51:51 PM
Thanks, I hope to have much of it :P
Also, I took an actual screenshot of the gameplay for ticalc :
(https://img.ourl.ca/axagon5.gif)
that particular gameplay screenshots seems pretty intense O.O. anyway glad to see this released. :D
Quote from: matrefeytontias on January 24, 2015, 08:02:27 PM
Well, try and tell me :P reaching 60 seconds shouldn't be that easy either.
78.132, but it bugged out majorly. Is it normal to have 7 lanes, where one is 3 times as big as the others?
EDIT:
(https://lh5.googleusercontent.com/-43QWUZtPk3c/VMU0xAOYtpI/AAAAAAAABb0/HcKpXVg9N1E/w913-h685-no/2015-01-25.jpg)
sorry for the low quality, had to use my tablet cuz my phones camera wont work.
Also: Yes. My calculator is a pirate.
EDIT2: So yeah it's kind of a bug/cheat. Who wants to know how to activate it? >:D
EDIT3: I've recorded the bug:
(https://lh5.googleusercontent.com/OkpkfNaqL5XkPtMHxHkG08YTy-R-tRy943oRIvI2jYA=w140-h93-p)
http://imgur.com/NUNutPt (http://imgur.com/NUNutPt) <- This one is like 3MB so mobile users be warned
Oh c I forgot to remove the debug commands >_< if you have that build, please don't press 2nd or alpha in-game :P
Too late m80, my highscore is like 160
awesome project, super hexagon is one of my favourite games :)