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Vaporwave Road – Mathematical Calculations and Columns

This is a visual intro. You just have to watch it. It's Vaporwave-themed. But it turned out more like retrowave. A kind of synthetic future. Like a background image. It's taken from the FreePik website. And there's even a caption stating that this is an AI-generated image posted on that website. And there's a little logo at the bottom about it. I didn't remove it. Well, it's cooler this way. It's computer-like.

Also, there are the columns here. They're a hallmark of the VaporWave style. Like Greek columns, for example. For now, I'm using the columns. They're another image. And the idea is a road in this virtual space. Like movement or flight. Like some kind of dynamic pixel arcade game. Like Space Harrier. That's the idea. You move. And there are columns around you. Like a movement indicator.

The movement itself has several types so far. These are rows of columns. Right, left, left, and right. And that's one type of animation. Pre-written. I spent a long time choosing the parameters. Because I'm not good with math. And a bunch of views with flat animations. Like a side view. These are columns. Different sizes. Small, medium, or large.

And animations. All sorts. Side views. Two-dimensional. Like stairs up and down. Scallops. The same stairs. Just up and down. And so on, a certain number of columns. So, there's a length. It's arbitrary. About 10-something. In that range. There are also what I called special animations for different views. They just have different parameters. And it looks a little different. For example, like very thin columns, but almost the entire screen in height. Everything moves off-screen to the right.

After all, I'm not good with math at all. And choosing the parameters takes time. I need to correctly understand what numbers I need. How to create a simple formula, though. One that will track the image's progress. And for now, I'm still working on this.

I've broken it down into modules. Each animation type is in its own module. That is, in my file. And all this is in the now-familiar QB64. Which has now faded into the background compared to Free Basic. So I remembered this BASIC dialect.

Here's how to select parameters. And such small formulas. Algorithms for how they appear. Small. I decided to take this step. And, of course, I slowed down a lot. Because I don't have a mathematical mind. But I knew this would happen. And I did it intentionally. To practice. To take the first step.

 

You write the coordinate for the angle. And you have to come up with a formula for how these corner points will appear on the screen. There's a step. There's a total distance. A starting point. And in theory, you can conjure up a bunch of different display methods this way. A bunch of formulas. A bunch of algorithms that are easy to create. And that's interesting. That's a plus.

 

But the minus is that you need mathematical mindset. Without it, everything is done slowly. Crooked and as it turns out. You have a very rough idea of the result. Like, wow, that turned out pretty cool! I'll leave it like that. I'm trying to make more precise calculations here and there.

And all of this is time-based. That is, the time step. Time intervals. How it all moves. Again, in theory, it could be faster or slower. But right now, I have everything in the same temporal speed mode. Time is, so to speak, speed. It's a new perspective on this parameter. Of course, everything is somehow strange or new. This is the Vaporwave world. A kind of luminal space.

Visual version 0.3 "Third" - newest version. More 7 new intros. With this version - Space, Constellation, Forest, Leaves, Retrowave Road, Smiles are flying, Deep Jump. This is pack with visual intros. You just need to watch them! And there are control intros. Intros about different themes. Visual sequence.

Visual: http://www.dimalink.tv-games.ru/apps/visuali/index_eng.html

Website: http://www.dimalink.tv-games.ru/home_eng.html