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calc84maniac Admintastic

Joined: 14 Mar 2006 Posts: 293 Location: The ex-planet Pluto
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Posted: Wed May 07, 2008 4:58 pm Post subject: F-Zero: Project Discussion |
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Yep, I am making an F-Zero game. In 3D. Time for an engine screenshot!
It gets about 9.5fps on the TI-83+, about 24.5fps on the faster calcs.
It pretty much just displays a 3D view of a 32x32 tilemap.
Update - Feature list:
- Supports 32x32 maps
- Changeable camera height
- Sprite routine finished, working on implementation
_________________ ~calc84maniac has spoken.

Last edited by calc84maniac on Sat May 17, 2008 10:16 pm; edited 1 time in total |
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bfr Not worth mentioning
Joined: 06 Jun 2007 Posts: 13
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Posted: Wed May 07, 2008 8:09 pm Post subject: |
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That looks pretty cool, and it's reasonably fast, too. Hopefully it'll still be fast enough when you add more stuff to the game. |
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calc84maniac Admintastic

Joined: 14 Mar 2006 Posts: 293 Location: The ex-planet Pluto
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Posted: Sat May 17, 2008 10:19 pm Post subject: |
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I just added a feature list to the first post. As you can see, I've made a sprite routine. To be exact, a large clipped masked sprite routine. Yep, that's a mouthful, for sure. But I've found a sweet formula to figure out where to draw the sprites...
In other news, I've decided to make this a two-page application. The main reason is that the maps each take up one kilobyte. Also, it's much more convenient for both me and the user this way.
Oh yeah, I also figured out a nice way I might implement link play... _________________ ~calc84maniac has spoken.
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calc84maniac Admintastic

Joined: 14 Mar 2006 Posts: 293 Location: The ex-planet Pluto
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Posted: Mon Nov 10, 2008 12:32 am Post subject: |
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I've been working on this a bit, and I think I have the sprite-coordinate-getter-finder-thingamajig working... finally...
Right now I'm displaying one of 3 sprites depending on how far away you are... which makes it look a bit strange, but at least that's how the 68K version did it. Also, I only have the sprite from the back, so it looks a bit odd without rotation. I hope to get a scaled sprite routine working so I can display the ship at any size, but if that ends up too slow, I'll be sticking with the fixed set of sizes.
Anyway, here's the screenshot goodies!
 _________________ ~calc84maniac has spoken.
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calc84maniac Admintastic

Joined: 14 Mar 2006 Posts: 293 Location: The ex-planet Pluto
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Posted: Wed Jan 21, 2009 4:43 pm Post subject: |
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Hooray, I have now added grayscale! Who cares if it's 3-level, it still looks nice... (Believe me, it looks awesome on hardware.)
 _________________ ~calc84maniac has spoken.
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elfprince13 Admintastic
Joined: 18 Jan 2007 Posts: 52 Location: 127.0.0.1
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metagross111 Pokemon Master

Joined: 19 Dec 2008 Posts: 42
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Posted: Wed Jan 21, 2009 10:58 pm Post subject: |
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awesome bump  _________________
Yes, Charmander owns. |
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calc84maniac Admintastic

Joined: 14 Mar 2006 Posts: 293 Location: The ex-planet Pluto
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Posted: Sun Feb 15, 2009 4:01 pm Post subject: |
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New screenshot, with a second ship going around in a circle. Also shows off the camera's ability to move up and down.
 _________________ ~calc84maniac has spoken.
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calc84maniac Admintastic

Joined: 14 Mar 2006 Posts: 293 Location: The ex-planet Pluto
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Posted: Tue Feb 24, 2009 10:23 pm Post subject: |
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New screenshot and demo!
Added acceleration, collisions with walls, and TI-Nspire compatibility.
The AI is just holding down accelerate and turning left, but I'm hoping to add real AI sometime soon.
 _________________ ~calc84maniac has spoken.
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kalan_vod N00b
Joined: 29 Jan 2009 Posts: 3
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Posted: Thu Feb 26, 2009 1:54 am Post subject: |
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| Looks sweet! How come the AI was a little better in the past SS? |
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DShiznit Notorious Criminal
Joined: 19 Jan 2008 Posts: 13
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Posted: Fri Feb 27, 2009 12:28 am Post subject: |
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| Fix the sprite scaling and it's gold. |
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calc84maniac Admintastic

Joined: 14 Mar 2006 Posts: 293 Location: The ex-planet Pluto
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Posted: Fri Feb 27, 2009 7:43 pm Post subject: |
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| kalan_vod wrote: | | Looks sweet! How come the AI was a little better in the past SS? | It's because it wasn't real. I used a formula to calculate the AI's position on the circle. _________________ ~calc84maniac has spoken.
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metagross111 Pokemon Master

Joined: 19 Dec 2008 Posts: 42
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Posted: Mon Mar 02, 2009 9:36 pm Post subject: |
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man, looks good! _________________
Yes, Charmander owns. |
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calc84maniac Admintastic

Joined: 14 Mar 2006 Posts: 293 Location: The ex-planet Pluto
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Posted: Mon Oct 26, 2009 5:36 pm Post subject: |
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IT'S ALIIIIVEEE!
So yeah, I decided to ditch my plan for the Artificial Intelligence, because it was getting way too complicated (and it probably wouldn't work anyway). Instead, I'll use the tried-and-true waypoint method. So, I decided to get the AI to be able to aim itself at a point. The best way to test that, in my opinion, was to have a moving target - that is, the human-controlled car. And it seems to work! The artificial intelligence is using the exact same controls as the human - left, right, and 2nd.
 _________________ ~calc84maniac has spoken.
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metagross111 Pokemon Master

Joined: 19 Dec 2008 Posts: 42
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Posted: Mon Dec 14, 2009 2:38 pm Post subject: |
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awesome _________________
Yes, Charmander owns. |
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