My now defunct Axe contest entry, Fuel, will be coming to your calculator soon! It is a 60's era top down dogfight shooter, in a similar style to Phoenix, with the addition of tons more bullets, many more enemy types, and enormous explosions. More details to come.
SirCmpwn wrote:
My now defunct Axe contest entry, Fuel, will be coming to your calculator soon! It is a 60's era top down dogfight shooter, in a similar style to Phoenix, with the addition of tons more bullets, many more enemy types, and enormous explosions. More details to come.
That sounds awesome! Do the enormous explosions affect other ships, or are they just eye-candy? I can't wait for the screenshots of this one.
The enormous explosions will probably affect other planes, but the smaller planes have smaller explosions. It's also in grayscale, I forgot to mention.
SirCmpwn wrote:
The enormous explosions will probably affect other planes, but the smaller planes have smaller explosions. It's also in grayscale, I forgot to mention.
You're just making me want to see the screenshots even more. Laughing I'm glad to hear that about the explosion effects, that's the most logical. Is it (will it?) be organized in well-defined stages, or is it more freeform?
wow...
this sounds really really nice!!!

there hasn't been a new arcade shooter for the TI-83/84 series or any calc for a long while now...

i will be extremely happily looking forward to this one Smile

thank you sooo much!
p.s. OMG!!! GREYSCALE!!! FTW!!!
Err, you're welcome White Valkery.
I will be getting the screenies as soon as I have a reliable way of transferring software from my calc to my PC. It will have organized levels, with bosses and the like. I forgot to mention that it is super slow atm, by the way x.x
SirCmpwn wrote:
Err, you're welcome White Valkery.
I will be getting the screenies as soon as I have a reliable way of transferring software from my calc to my PC. It will have organized levels, with bosses and the like. I forgot to mention that it is super slow atm, by the way x.x
Do you have any possible solutions to that, optimizations, etc, or didn't you consider that yet?
Well, the problem is having 100s of bullets on screen at once. I'm looking into possible optimizations.
SirCmpwn wrote:
Well, the problem is having 100s of bullets on screen at once. I'm looking into possible optimizations.
I assumed that that's what you meant. With Invalid Tangram, the solution was to optimize the sprite display and object management code to the extreme. In Axe, though, I would assume that perhaps you'd just need to cut down the maximum number of bullets to a smaller number? Or are there other sections that could be optimized?
I could cut down the bullets, but I've optimized the hell out of it. The problem is that one of the goals of the game was to be super intense, and full of bullets.
  
Register to Join the Conversation
Have your own thoughts to add to this or any other topic? Want to ask a question, offer a suggestion, share your own programs and projects, upload a file to the file archives, get help with calculator and computer programming, or simply chat with like-minded coders and tech and calculator enthusiasts via the site-wide AJAX SAX widget? Registration for a free Cemetech account only takes a minute.

» Go to Registration page
Page 1 of 1
» All times are UTC - 5 Hours
 
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum

 

Advertisement