Author Topic: Temple Run [Axe]  (Read 15828 times)

0 Members and 1 Guest are viewing this topic.

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Temple Run [Axe]
« on: August 31, 2012, 09:50:52 pm »
So I mentioned a couple weeks ago in the Ideas/Inspiration I might pick up porting Temple Run as a project...

Originally I thought I would try to use Mode7 or something, but in the end ended up making a near-complete 3d engine to work it :P So if I can keep the speed and figure out how to do textures as well, I might release the 3d engine as a separate useable library. The engine is really quite nice, it's all based off of a Point() routine that takes x,y,z, and a pointer and writes the x' y' values to the 4 bytes pointed to (also within the routine cameraX, cameraY, and vanishing point are controllable).


Well, it's now in a playable-enough state that I decided to make an official thread, along with a download and screenie, of course. It's still wireframe, making things kinda hard to see and some of the collisions may be glitchy, which is why I'm enlisting your help in fine-tuning it.

You are the black square (sprite coming soon!). There are no turns (yet), only holes, walls, and things to duck under. Use 2nd to jump, Alpha to duck. There is still a lot of work to do, but it's pretty cool as is already (at least I think so)

Edit: And I need a clipped line routine :(
« Last Edit: August 31, 2012, 09:52:18 pm by squidgetx »

Offline annoyingcalc

  • LV10 31337 u53r (Next: 2000)
  • **********
  • Posts: 1953
  • Rating: +140/-72
  • Found in Eclipse.exe
    • View Profile
Re: Temple Run [Axe]
« Reply #1 on: August 31, 2012, 09:52:21 pm »
Looks Great!

Wow, I wondered if anyone was going to make temple run!
This used to contain a signature.

Offline MGOS

  • LV6 Super Member (Next: 500)
  • ******
  • Posts: 336
  • Rating: +95/-0
    • View Profile
Re: Temple Run [Axe]
« Reply #2 on: September 01, 2012, 05:22:54 am »
3D looks cool so far!

Here is a line clipping routine for the bottom of the screen. I bet you can optimize it, that's just some ugly prototype I came up with using the similar triangles formula.

Code: [Select]
Lbl LIN
If r4>63
r1-r3→r5?r4-r2*r1//r5-64+r2*r5//(r4-r2)→r3
63→r4
End
Line(r1,r2,r3,r4)
Return

Use it just like the regular line command.
« Last Edit: September 01, 2012, 05:41:29 am by MGOS »

Offline Sorunome

  • Fox Fox Fox Fox Fox Fox Fox!
  • Support Staff
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 7920
  • Rating: +374/-13
  • Derpy Hooves
    • View Profile
    • My website! (You might lose the game)
Re: Temple Run [Axe]
« Reply #3 on: September 01, 2012, 11:36:27 am »
That's looking awesome so far! Keep up the cool work! :D

THE GAME
Also, check out my website
If OmnomIRC is screwed up, blame me!
Click here to give me an internet!

Offline ben_g

  • Hey cool I can set a custom title now :)
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1002
  • Rating: +125/-4
  • Asm noob
    • View Profile
    • Our programmer's team: GameCommandoSquad
Re: Temple Run [Axe]
« Reply #4 on: September 01, 2012, 01:39:38 pm »
Graphics look really simular to those of my racing game. What does the engine support? Does it support rotation of camera and changes in the FOV (zooming in/out)?
My projects
 - The Lost Survivors (Unreal Engine) ACTIVE [GameCommandoSquad main project]
 - Oxo, with single-calc multiplayer and AI (axe) RELEASED (screenshot) (topic)
 - An android version of oxo (java)  ACTIVE
 - A 3D collision detection library (axe) RELEASED! (topic)(screenshot)(more recent screenshot)(screenshot of it being used in a tilemapper)
Spoiler For inactive:
- A first person shooter with a polygon-based 3d engine. (z80, will probably be recoded in axe using GLib) ON HOLD (screenshot)
 - A java MORPG. (pc) DEEP COMA(read more)(screenshot)
 - a minecraft game in axe DEAD (source code available)
 - a 3D racing game (axe) ON HOLD (outdated screenshot of asm version)

This signature was last updated on 20/04/2015 and may be outdated

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Temple Run [Axe]
« Reply #5 on: September 01, 2012, 07:36:04 pm »
Thanks everyone!

Graphics look really simular to those of my racing game. What does the engine support? Does it support rotation of camera and changes in the FOV (zooming in/out)?
It doesn't support rotation, since I won't need it for Temple Run. If I ever make a separate general-case library release, I'll probably add rotation. It doesn't currently support zooming in/out either, but that's a really easy addition to make (basically just have to change the fixed focal length value to a variable)

Offline Link

  • LV4 Regular (Next: 200)
  • ****
  • Posts: 152
  • Rating: +7/-3
  • Well excuse me princess!
    • View Profile
Re: Temple Run [Axe]
« Reply #6 on: September 01, 2012, 09:33:54 pm »
Nice work, now I can finally play temple run in math class too! ^.^

Offline ruler501

  • Meep
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2475
  • Rating: +66/-9
  • Crazy Programmer
    • View Profile
Re: Temple Run [Axe]
« Reply #7 on: September 02, 2012, 12:58:01 am »
Nice work, now I can finally play temple run in math class too! ^.^
* ruler501 does that anyways on phone :P

Would it be possible to make it touchpad like the fruit ninja game?
I currently don't do much, but I am a developer for a game you should totally try out called AssaultCube Reloaded download here https://assaultcuber.codeplex.com/
-----BEGIN GEEK CODE BLOCK-----
Version: 3.1
GCM/CS/M/S d- s++: a---- C++ UL++ P+ L++ E---- W++ N o? K- w-- o? !M V?
PS+ PE+ Y+ PGP++ t 5? X R tv-- b+++ DI+ D+ G++ e- h! !r y

Offline leafy

  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1554
  • Rating: +475/-97
  • Seizon senryakuuuu!
    • View Profile
    • keff.me
Re: Temple Run [Axe]
« Reply #8 on: September 02, 2012, 02:08:54 am »
Thanks everyone!

Graphics look really simular to those of my racing game. What does the engine support? Does it support rotation of camera and changes in the FOV (zooming in/out)?
It doesn't support rotation, since I won't need it for Temple Run. If I ever make a separate general-case library release, I'll probably add rotation. It doesn't currently support zooming in/out either, but that's a really easy addition to make (basically just have to change the fixed focal length value to a variable)

Well, Temple Run does have rotations at 90 degrees. I suppose you could fudge it by doing a really fast animation to another straight segment, but I'm guessing it wouldn't look quite right.
In-progress: Graviter (...)

Offline Spenceboy98

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 547
  • Rating: +59/-2
    • View Profile
Re: Temple Run [Axe]
« Reply #9 on: September 02, 2012, 09:21:26 am »
Nice work, now I can finally play temple run in math class too! ^.^
* ruler501 does that anyways on phone :P

Would it be possible to make it touchpad like the fruit ninja game?
I was hoping for something like this.
I like milk.

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Temple Run [Axe]
« Reply #10 on: September 02, 2012, 01:21:35 pm »
Well, Temple Run does have rotations at 90 degrees. I suppose you could fudge it by doing a really fast animation to another straight segment, but I'm guessing it wouldn't look quite right.

Woops, yeah I guess I'll have to figure that out =/

Added a poll in terms of controls. Vote!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55941
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
Re: Temple Run [Axe]
« Reply #11 on: September 02, 2012, 01:26:30 pm »
Looks nice. Is that game kinda like rollercoaster or is it more like jumping to avoid platforms and stuff? I never played the original D:

Offline LincolnB

  • Check It Out Now
  • LV9 Veteran (Next: 1337)
  • *********
  • Posts: 1115
  • Rating: +125/-4
  • By Hackers For Hackers
    • View Profile
Re: Temple Run [Axe]
« Reply #12 on: September 03, 2012, 11:02:25 pm »
That's pretty impressive. I would say don't go with DT's keypad-as-touchscreen control scheme, although it was very innovative, it was nigh impossible to control on my 84+.
Completed Projects:
   >> Spacky Emprise   >> Spacky 2 - Beta   >> Fantastic Sam
   >> An Exercise In Futility   >> GeoCore

My Current Projects:

Projects in Development:
In Medias Res - Contest Entry

Talk to me if you need help with Axe coding.


Spoiler For Bragging Rights:
Not much yet, hopefully this section will grow soon with time (and more contests)



Offline Deep Toaster

  • So much to do, so much time, so little motivation
  • Administrator
  • LV13 Extreme Addict (Next: 9001)
  • *************
  • Posts: 8217
  • Rating: +758/-15
    • View Profile
    • ClrHome
Re: Temple Run [Axe]
« Reply #13 on: September 03, 2012, 11:10:17 pm »
If you limit it to the F1–F5 keys (since all you're doing is rotating left and right), and allow for multiple keys to be down at the same time (which would have made cheating a lot easier in Fruit Ninja but shouldn't be a problem here), it will be much easier to control. I tested something like it while planning the game, and it was very responsive—I'd say go for it :)

EDIT: You'll have to have a separate system for jumping up and down. Maybe double-tap on ZOOM key or something similar?
« Last Edit: September 03, 2012, 11:11:17 pm by Deep Thought »




Offline TIfanx1999

  • ಠ_ಠ ( ͡° ͜ʖ ͡°)
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 6173
  • Rating: +191/-9
    • View Profile
Re: Temple Run [Axe]
« Reply #14 on: September 03, 2012, 11:28:02 pm »
I thought a mode 7 engine would be a good way to go, but this looks really nice too. :)
Graphics look really simular to those of my racing game. What does the engine support? Does it support rotation of camera and changes in the FOV (zooming in/out)?

It really reminded me of your racing game when I first saw the topic too. :P

Anyho, this is gonna be really cool. Personally, I'd opt for a more conventional control scheme in this case.