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Author Topic: Axagon  (Read 12483 times)

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Offline matrefeytontias

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Axagon
« on: December 21, 2014, 10:18:21 pm »
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.


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Offline Keoni29

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Re: Axagon
« Reply #1 on: December 21, 2014, 10:49:42 pm »
Quick projects can be the most rewarding ones. I like to finish making games and who doesn't.
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Re: Axagon
« Reply #2 on: December 22, 2014, 12:33:15 am »
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.
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Offline matrefeytontias

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Re: Axagon
« Reply #3 on: December 22, 2014, 12:13:26 pm »
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).



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
« Last Edit: December 22, 2014, 12:15:44 pm by matrefeytontias »
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Re: Axagon
« Reply #4 on: December 22, 2014, 12:25:57 pm »
Oooh pretty nifty so far. Glad you got rotation working by the way. That was the main feature the CSE version lacked. :D
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Offline matrefeytontias

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Re: Axagon
« Reply #5 on: December 22, 2014, 12:28:06 pm »
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.
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Offline Duke "Tape" Eiyeron

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Re: Axagon
« Reply #6 on: December 22, 2014, 03:09:29 pm »
I have the same thing running on Casio Fx-9860. it runs quite fast until multiple obstacles are there and the fps sinks down...
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Offline pimathbrainiac

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Re: Axagon
« Reply #7 on: December 22, 2014, 04:50:50 pm »
Great job man! I was thinking about doing this, actually. Nice to see you beat me to the punch!
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Re: Axagon
« Reply #8 on: December 22, 2014, 09:15:21 pm »
That looks great!
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Offline matrefeytontias

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Re: Axagon
« Reply #9 on: December 23, 2014, 11:30:37 am »
Alright, now that complex patterns are nicely supported and easy to add at will, the only things left are collisions and a proper menu !

  • Calculators owned: TI-83+.fr, TI-Nspire CAS prototype, TI-84+ CSE, TI-Nspire CX
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Re: Axagon
« Reply #10 on: December 23, 2014, 12:06:24 pm »
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?
  • Calculators owned: TI-57, 73, TI-80 (broken), TI-81, TI-82, TI-83, TI-83+ (broken), TI-83+ (broken), TI-83+SE (broken), TI-84+, TI-84+CSE, TI-84+CE, TI-85, TI-86, TI-89T, TI-92, TI-Nspire, TI-Nspire CX (semi-broken), HP 39gII, HP Prime, Casio fx-7000G, fx-7400G+, fx-7700GE, fx-9750G+, fx-9750GII, fx-9860G, cfx-9850G, FX-1.0+, fx-CG10, fx-CP400
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Offline pimathbrainiac

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Re: Axagon
« Reply #11 on: December 23, 2014, 03:17:22 pm »
Looks nice! Will the collisions be handled as pixel perfects or some other way?
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Offline matrefeytontias

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Re: Axagon
« Reply #12 on: December 23, 2014, 05:54:17 pm »
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.
  • Calculators owned: TI-83+.fr, TI-Nspire CAS prototype, TI-84+ CSE, TI-Nspire CX
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Offline pimathbrainiac

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Re: Axagon
« Reply #13 on: December 23, 2014, 05:58:48 pm »
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.
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Re: Axagon
« Reply #14 on: December 23, 2014, 08:55:19 pm »
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.
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