Jump to content

Photo

Gorf: Space Warp

XB demo

11 replies to this topic

#1 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • 4,225 posts
  • Location:Denmark

Posted Tue Aug 25, 2015 10:26 PM

Inspired by Owen ;)

https://youtu.be/adN1P_8Scks?t=156
 
8)

Edited by sometimes99er, Tue Apr 3, 2018 9:59 PM.


#2 Schmitzi OFFLINE  

Schmitzi

    River Patroller

  • 4,525 posts
  • ToXiC
  • Location:Germany

Posted Wed Aug 26, 2015 1:38 AM

such small code, so cool result :) thx



#3 Willsy OFFLINE  

Willsy

    River Patroller

  • 3,100 posts
  • Location:Uzbekistan (no, really!)

Posted Wed Aug 26, 2015 2:36 AM

Cool! :thumbsup:



#4 Opry99er OFFLINE  

Opry99er

    Quadrunner

  • 10,734 posts
  • Location:Hustisford, WI

Posted Wed Aug 26, 2015 9:02 AM

Sometimes and I have been discussing some things off-board and one of them was the physics of the third mission in GORF for the 2600. I havent had a chance to look at this yet, but I bet it is wicked. :)

#5 Opry99er OFFLINE  

Opry99er

    Quadrunner

  • 10,734 posts
  • Location:Hustisford, WI

Posted Wed Aug 26, 2015 4:49 PM

Very impressive... I'm tempted to add a "black hole" graphic to it.  ;)

 

Thank you for posting it here.  The motion is very smooth... even moreso than the VCS version.



#6 Opry99er OFFLINE  

Opry99er

    Quadrunner

  • 10,734 posts
  • Location:Hustisford, WI

Posted Wed Aug 26, 2015 5:10 PM

The boy and I are working on some traditional and non-traditional GORF graphics....  Inspired by Karsten.  ;)

 

 

GORFti_zpsmylld5hh.png



#7 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 4,225 posts
  • Location:Denmark

Posted Sun Aug 30, 2015 1:06 AM

And now you can compile the goofy gorfy spiral thingy. It's not perfect or anything, but it works pretty well for a few seconds.
 
I'm using the CALL SOUND(1,110,30) to introduce a pause, so that the loop is only executed once per frame (updates 60 times a second). That's of course with the compiled version in mind.
 
If you press and hold the spacebar, the calculation loop will pause, and the sprite will drift.
 
Also you can press FCTN 4 to break the program, and type RUN to rerun it. FCTN QUIT also works.
 
[attachment=408111:GORF.dsk]
 
:)
 
Spoiler

Edited by sometimes99er, Tue Apr 3, 2018 9:59 PM.


#8 sometimes99er OFFLINE  

sometimes99er

    River Patroller

  • Topic Starter
  • 4,225 posts
  • Location:Denmark

Posted Sun Aug 30, 2015 2:15 AM

And a video of the above ... ;)

 

gorf1.gif


Edited by sometimes99er, Sun Aug 30, 2015 2:16 AM.


#9 Opry99er OFFLINE  

Opry99er

    Quadrunner

  • 10,734 posts
  • Location:Hustisford, WI

Posted Sun Aug 30, 2015 4:22 AM

Too cool..... Tooooooooo cool... :)

#10 OLD CS1 OFFLINE  

OLD CS1

    >OLD CS1█

  • 6,097 posts
  • Technology Samurai
  • Location:Tallahassee, FL

Posted Sun Aug 30, 2015 7:04 AM

Moved to Development.



#11 Retrospect OFFLINE  

Retrospect

    Stargunner

  • 1,139 posts
  • Location:Wakefield, England

Posted Fri Oct 23, 2015 3:32 PM

Inspired by Owen ;)

https://youtu.be/adN1P_8Scks?t=156
 

! init
100 call screen(2)::call clear::call char(33,"8199BDFFBD9981")

! velocity, sine waves between -10 and 10
110 dx=0::dy=10

! acceleration
120 ddx=1::ddy=1

! create sprite
130 call sprite(#1,33,12,192/2,256/2)

! loop entry point
! time
200 t=t+.05

! change velocity
210 dx=dx+ddx::dy=dy+ddy

! apply velocity with more intensity over time
220 call motion(#1,t*dx,t*dy)

! check acceleration direction shift, the change of pull in sine waves
230 if abs(dx)>10 then ddx=-ddx
240 if abs(dy)>10 then ddy=-ddy

! do the loop
250 goto 200

Brilliant!



#12 Opry99er OFFLINE  

Opry99er

    Quadrunner

  • 10,734 posts
  • Location:Hustisford, WI

Posted Fri Oct 23, 2015 6:41 PM

It really is...





Also tagged with one or more of these keywords: XB, demo

0 user(s) are browsing this forum

0 members, 0 guests, 0 anonymous users