- Dino Run CE (Chrome dino game clone)
- 12 Dec 2019 02:58:58 pm
- Last edited by commandblockguy on 30 Dec 2019 06:54:41 pm; edited 3 times in total
Download from the archives here: https://www.cemetech.net/programs/index.php?mode=file&path=/84pce/asm/games/dinorun.zip
Source code: https://github.com/commandblockguy/dino-run-ce
Original first post:
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To give you guys something to do while you wait for me to finish Nanotube, I've started working on a clone of the dinosaur game from the Google Chrome "no internet" screen. I hope to make it as accurate as possible to the original game, so I've been stealing sprites, constants, and pixel measurements from the original game.
The original game is only 150 pixels tall, so I added a black letterbox around the game so that I can properly measure things. I will remove it / make it the same color as the background when I release the game. In the screenshot, you can see the frame time (in 32K timer intervals) and the frame rate prior to the limitation. As you can see, I'm still a good deal above the target frame rate of 60.
Currently, I only have the jump mechanics and dinosaur and horizon rendering finished, but these should be almost exactly identical to the original game.
Source code: https://github.com/commandblockguy/dino-run-ce
Original first post:
------------------------------------------------------------------------------------------------------------------------------------------
To give you guys something to do while you wait for me to finish Nanotube, I've started working on a clone of the dinosaur game from the Google Chrome "no internet" screen. I hope to make it as accurate as possible to the original game, so I've been stealing sprites, constants, and pixel measurements from the original game.
The original game is only 150 pixels tall, so I added a black letterbox around the game so that I can properly measure things. I will remove it / make it the same color as the background when I release the game. In the screenshot, you can see the frame time (in 32K timer intervals) and the frame rate prior to the limitation. As you can see, I'm still a good deal above the target frame rate of 60.
Currently, I only have the jump mechanics and dinosaur and horizon rendering finished, but these should be almost exactly identical to the original game.