Author Topic: Axeanoid  (Read 12065 times)

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Offline Juju

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Axeanoid
« on: March 11, 2011, 07:53:46 am »
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I am proud to announce that I'm working on a Breakout clone written in Axe since last Tuesday.

Date of release: March 21, 2011 (v0.0.1)

Features:
4 types of blocks (including an unbreakable one and 1-3 hits to break ones)
Grayscale
Level Editor
And many more planned! Hours of fun!

Current title screen mockup:

(Yes, for now it's the original logo.)

Screenshots:


Download v0.0.1
« Last Edit: March 22, 2011, 10:49:56 am by juju2143 »

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Offline Binder News

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Re: Axeanoid
« Reply #1 on: March 11, 2011, 08:43:34 am »
Oooohhhh. Fun!
Spoiler For userbars:







Hacker-in-training!   Z80 Assembly Programmer     Axe Programmer
C++ H4X0R             Java Coder                           I <3 Python!

Perdidisti ludum     Cerebrum non habes

"We are humans first, no matter what."
"Fame is a vapor, popularity an accident, and riches take wings. Only one thing endures, and that is character."
Spoiler For Test Results:





Offline DJ Omnimaga

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Re: Axeanoid
« Reply #2 on: March 11, 2011, 10:15:26 pm »
THis sounds promising. As you said on IRC and the other topic, you had a big part of the gameplay done already, right? As safety tip, make sure to backup often in case a crash occurs. I'm glad you're back into calc programming. :D

Offline Juju

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Re: Axeanoid
« Reply #3 on: March 11, 2011, 10:32:31 pm »
Yep, the basic is done, only have support for more than one level and level complete detection left to do, maybe some powerups too, and, of course, bugs to solve.

And I love how Axe backups your code in archive everytime you compile it. I had lots of RAM clears during development. (Like when the game refuses to quit and I have to pull a battery.)

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Offline DJ Omnimaga

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Re: Axeanoid
« Reply #4 on: March 11, 2011, 10:52:56 pm »
Cool, will you post screenies soon? :D And I see. Don't only rely on Axe backups, though, because I heard about stories of corruption before. Also perform backups on a computer from time to time.

Offline Munchor

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Re: Axeanoid
« Reply #5 on: March 14, 2011, 09:21:37 am »
@juju: The title screen is so stylish!

Offline Juju

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Re: Axeanoid
« Reply #6 on: March 14, 2011, 06:09:29 pm »
Thanks :)

I'll post some screenies soon, when I'll finish installing Windows on my mom's laptop.
« Last Edit: March 14, 2011, 06:09:41 pm by juju2143 »

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Offline Juju

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Re: Axeanoid
« Reply #7 on: March 21, 2011, 01:19:02 am »
Axeanoid's not dead, writing the readme...

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Re: Axeanoid
« Reply #8 on: March 21, 2011, 01:21:25 am »
I'm glad to hear. I was a bit worried when there were no updates ;.;

Offline leafy

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Re: Axeanoid
« Reply #9 on: March 21, 2011, 02:07:19 am »
So its almost done then?
In-progress: Graviter (...)

Offline Juju

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Re: Axeanoid
« Reply #10 on: March 21, 2011, 02:21:07 am »
Well yeah, half done. I didn't had any school this week, so my calc was kinda uninteresting...

And a wild screenshot appears, showing some bugs left.
« Last Edit: March 21, 2011, 02:22:22 am by juju2143 »

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Re: Axeanoid
« Reply #11 on: March 21, 2011, 02:43:22 am »
are you just switching really quickly between which sprite/buffer to display for your grayscale? if so you should still use a dithering pattern to clean it up a little.

i rather like how this is looking. congrats.

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Re: Axeanoid
« Reply #12 on: March 21, 2011, 02:45:26 am »
This looks nice, but yeah I think you should use DispGraphr for grayscale dithering, to minimize the flickering effect. It would make your grayscale look like Reuben Quest.

Offline Juju

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Re: Axeanoid
« Reply #13 on: March 21, 2011, 03:04:18 am »
Yeah, right now I use a boolean variable that changes values each frame for grayscale. I'll try to figure out DispGraphr soon. In fact, next time I'll mess with the code.

Right now, grayscale is pretty much like this. But a little more optimized.
Code: [Select]
.Do stuff
If G
 Pt-On(r1, r2, Pic1BK
Else
 Pt-On(r1, r2, Pic2BK
End
.Do more stuff
not(G)->G
DispGraphClrDraw
« Last Edit: March 21, 2011, 03:12:11 am by juju2143 »

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Offline AngelFish

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Re: Axeanoid
« Reply #14 on: March 21, 2011, 03:41:48 am »

And a wild screenshot appears, showing some bugs left.

I kind of like that the ball travels under the paddle. It'd make for some insane gameplay if you had a second paddle immediately underneath and you could bounce the ball off of it when the ball catches like that.
∂²Ψ    -(2m(V(x)-E)Ψ
---  = -------------
∂x²        ℏ²Ψ