sometimes99er Posted August 26, 2015 Share Posted August 26, 2015 (edited) Inspired by Owen https://youtu.be/adN1P_8Scks?t=156 Edited April 4, 2018 by sometimes99er 6 Quote Link to comment Share on other sites More sharing options...
+Schmitzi Posted August 26, 2015 Share Posted August 26, 2015 such small code, so cool result thx 1 Quote Link to comment Share on other sites More sharing options...
Willsy Posted August 26, 2015 Share Posted August 26, 2015 Cool! 1 Quote Link to comment Share on other sites More sharing options...
Opry99er Posted August 26, 2015 Share Posted August 26, 2015 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. 1 Quote Link to comment Share on other sites More sharing options...
Opry99er Posted August 26, 2015 Share Posted August 26, 2015 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. 1 Quote Link to comment Share on other sites More sharing options...
Opry99er Posted August 26, 2015 Share Posted August 26, 2015 The boy and I are working on some traditional and non-traditional GORF graphics.... Inspired by Karsten. 4 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted August 30, 2015 Author Share Posted August 30, 2015 (edited) 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. Edited April 4, 2018 by sometimes99er 1 Quote Link to comment Share on other sites More sharing options...
sometimes99er Posted August 30, 2015 Author Share Posted August 30, 2015 (edited) And a video of the above ... Edited August 30, 2015 by sometimes99er 7 Quote Link to comment Share on other sites More sharing options...
Opry99er Posted August 30, 2015 Share Posted August 30, 2015 Too cool..... Tooooooooo cool... 1 Quote Link to comment Share on other sites More sharing options...
+OLD CS1 Posted August 30, 2015 Share Posted August 30, 2015 Moved to Development. 1 Quote Link to comment Share on other sites More sharing options...
Retrospect Posted October 23, 2015 Share Posted October 23, 2015 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! Quote Link to comment Share on other sites More sharing options...
Opry99er Posted October 24, 2015 Share Posted October 24, 2015 It really is... 1 Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.