Login [Register]
Don't have an account? Register now to chat, post, use our tools, and much more.
This is an archived, read-only copy of the United-TI subforum , including posts and topic from May 2003 to April 2012. If you would like to discuss any of the topics in this forum, you can visit Cemetech's Your Projects subforum. Some of these topics may also be directly-linked to active Cemetech topics. If you are a Cemetech member with a linked United-TI account, you can link United-TI topics here with your current Cemetech topics.

This forum is locked: you cannot post, reply to, or edit topics. Project Ideas/Start New Projects => Your Projects
Author Message
calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 21 Jan 2009 02:36:53 pm    Post subject:

Grayscale, anyone? :D



Note that it looks much better oncalc. Wink


Last edited by Guest on 21 Jan 2009 02:37:05 pm; edited 1 time in total
Back to top
simplethinker
snjwffl


Active Member


Joined: 25 Jul 2006
Posts: 700

Posted: 21 Jan 2009 02:50:00 pm    Post subject:

Nice! This is getting better and better. Has anything changed in your engine? I think I remember earlier you said grayscale would slow it down too much.
Back to top
calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 21 Jan 2009 03:36:55 pm    Post subject:

Nah, this particular method doesn't take up too much processing time. 3-level grayscale is relatively simple as compared to 4-level. Wink
Back to top
IAmACalculator
In a state of quasi-hiatus


Know-It-All


Joined: 21 Oct 2005
Posts: 1571

Posted: 21 Jan 2009 05:33:49 pm    Post subject:

I am impressed. That looks on par with the 68k version. Well, not quite, but then again yours isn't done yet. Though now that I think about it they are the same speed, and the z80s have a smaller screen. Hmm.

But seriously, that is AWESOME. I need to buy a new 83+ sometime...


Last edited by Guest on 16 Feb 2009 12:55:45 pm; edited 1 time in total
Back to top
calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 21 Jan 2009 10:40:52 pm    Post subject:

Due to several pleas, I have uploaded a demo.

Download here.
Back to top
cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 24 Jan 2009 04:16:48 pm    Post subject:

WOWOWWOWOWOWOWOW.

Dude, that's hella brutal!

I think there's a little more room behind you then there should be because looking forward is a bit hard.


Last edited by Guest on 24 Jan 2009 04:23:05 pm; edited 1 time in total
Back to top
calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 24 Jan 2009 04:27:36 pm    Post subject:

Yes, I've already fixed this issue. Smile
Back to top
calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 15 Feb 2009 02:57:55 pm    Post subject:

New screenshot, with a second ship going around in a circle. Also shows off the camera's ability to move up and down.
Back to top
Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 15 Feb 2009 03:15:34 pm    Post subject:

calc84maniac wrote:
New screenshot, with a second ship going around in a circle. Also shows off the camera's ability to move up and down.
Great *.*

Just speculating:
Hitting in the limit of the road doesn't seem to work. Sprites are better. Changed a little bit the textures. What should be the limit of cars going around? 2? (no sprite masking) 10? 100?

And I would like to see the little rectangle that accelerated your car... The progress is sweet!
Back to top
calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 15 Feb 2009 03:19:49 pm    Post subject:

I'm planning on 4 cars total, like in the 68K version (which, naturally, is my inspiration for this Very Happy). Not sure what you're talking about with "hitting", but there is no collision detection whatsoever yet.

I still need to add depth sorting for drawing the cars, though, because currently they don't get drawn back-to-front.
Back to top
Galandros


Active Member


Joined: 29 Aug 2008
Posts: 565

Posted: 16 Feb 2009 12:02:27 pm    Post subject:

calc84maniac wrote:
I'm planning on 4 cars total, like in the 68K version (which, naturally, is my inspiration for this Very Happy). Not sure what you're talking about with "hitting", but there is no collision detection whatsoever yet.

I still need to add depth sorting for drawing the cars, though, because currently they don't get drawn back-to-front.
Yes, collision detect. I hope it doesn't slow down things too much.

Will be made a tracks editor? And have other tracks, because going always going in circles, make us dizzy.


Last edited by Guest on 16 Feb 2009 12:11:45 pm; edited 1 time in total
Back to top
IAmACalculator
In a state of quasi-hiatus


Know-It-All


Joined: 21 Oct 2005
Posts: 1571

Posted: 16 Feb 2009 12:55:17 pm    Post subject:

Well, collision detection is pretty fundamental. Otherwise the game is FAIL with near Big Rigs epicness. Okay, maybe not, but if you hit a wall, you should probably stop.
Back to top
calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 16 Feb 2009 04:25:38 pm    Post subject:

IAmACalculator wrote:
Well, collision detection is pretty fundamental. Otherwise the game is FAIL with near Big Rigs epicness. Okay, maybe not, but if you hit a wall, you should probably stop.

Oh, collision with the walls is definitely planned. How else are you supposed to lose energy and crash? Razz Not to mention the pains to avoid taking shortcuts...
Back to top
Super Speler
Super Awesome Dude


Calc Guru


Joined: 28 Nov 2005
Posts: 1391

Posted: 16 Feb 2009 05:09:39 pm    Post subject:

Wow, this is really impressive. Keep up the good work.
Back to top
calc84maniac


Elite


Joined: 22 Jan 2007
Posts: 770

Posted: 24 Feb 2009 09:24:44 pm    Post subject:

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.

Back to top
cjgone
Aw3s0m3


Active Member


Joined: 24 May 2006
Posts: 693

Posted: 24 Feb 2009 10:21:21 pm    Post subject:

0x5, this is gonna be freakin awesome. Very Happy
Back to top
bananaman
Indestructible


Calc Guru


Joined: 12 Sep 2005
Posts: 1124

Posted: 25 Feb 2009 06:04:15 pm    Post subject:

Pretty sweet.

To make the turns look a little bit nicer, maybe you could make some sprites that are leaning to the left and to the right to make it look like you are turning in that direction.
Back to top
Harrierfalcon
The Raptor of Calcs


Super Elite (Last Title)


Joined: 25 Oct 2006
Posts: 2535

Posted: 25 Feb 2009 08:50:25 pm    Post subject:

I think that fact that he has a shadow is pretty impressive in and of itself...
Back to top
DigiTan
Unregistered HyperCam 2


Super Elite (Last Title)


Joined: 10 Nov 2003
Posts: 4468

Posted: 26 Feb 2009 01:05:26 am    Post subject:

Okay, that's it! This game is getting just too darn fun-looking! Very Happy Heck, I'd be pretty well-entertained just driving around like the AI.

Last edited by Guest on 26 Feb 2009 01:06:21 am; edited 1 time in total
Back to top
elfprince13
Retired


Super Elite (Last Title)


Joined: 11 Apr 2005
Posts: 3500

Posted: 26 Feb 2009 01:55:24 pm    Post subject:

are you gonna add in any jumps?
Back to top
Display posts from previous:   
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
    » Goto page Previous  1, 2, 3, 4  Next
» View previous topic :: View next topic  
Page 2 of 4 » All times are GMT - 5 Hours

 

Advertisement