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Messages - Builderboy

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1111
Computer Projects and Ideas / Re: Nightmare
« on: September 04, 2011, 10:27:51 pm »
the lights should turn on and a door will unlock in the top right of the room, mayhaps i should make a wire leading there ^^

1112
Computer Projects and Ideas / Re: Nightmare
« on: September 04, 2011, 09:03:28 pm »
Ah yeah I was wondering if I should add in some scary sounds there.  I was also a bit worries about the 3 cable puzzle, you need to figure out the right order to connect the 3 wires, I'll see if I can put in some visual clues :)

1113
Computer Projects and Ideas / Re: Nightmare
« on: September 04, 2011, 08:37:43 pm »
Ok the next update is out :D A bunch of extra content was added, as well as a bunch of new features such as a smexy menu, volume control effects for ambiance, custom mouse images, and mouse wheel scrolling for weapons!

You can play the latest version right now at this link!

http://greenfootgallery.org/scenarios/1083

Also, there have been some issues with the sound not working, so if you come across that or any other bugs, please post them and any information you have such as your OS and info.

1114
TI Z80 / Re: My explosive contest entry
« on: September 04, 2011, 04:30:18 pm »
If the velocity of the object is zero, and if there is a floor underneath the object, terminate the object collision code before it gets to the part where it collides with other objects.  It can be really handy as a speed maximizer, for every sleeping objects out of N total objects, you cut N-1 collisions out of the cycles. 

1115
TI Z80 / Re: Real gravity in pure TI-BASIC
« on: September 04, 2011, 04:27:38 pm »
That sounds like you have some very very clever list operations going on right there!  What kind of algorithms are you employing? 

1116
Axe / Re: 4x4 sprites
« on: September 04, 2011, 04:19:12 pm »
Oh right, I was thinking bytes, but yeah multiply by 16 would do it :)

1117
TI Z80 / Re: My explosive contest entry
« on: September 04, 2011, 12:20:34 pm »
It may or may not be unplayable at 18 objects, because each object that is not moving going into 'sleep' mode and stops checking for collisions itself (although it can still be hit by collisions from others)

1118
TI Z80 / Re: My explosive contest entry
« on: September 04, 2011, 11:50:04 am »
18 objects is going to be pushing past what the engine can handle anyway, especially if you are still in 6Mhz.  And yeah, sprites are in Str3 if I remember correctly

1119
Axe / Re: 4x4 sprites
« on: September 03, 2011, 09:57:33 pm »
If you are drawing a tilemap, it actually might be better to do something clever by adding values and only storing once to each byte, that way you are using 768 byte store commands instead of twice as many nibble storing commands.  You could do something like:

A*256 + B -> {L6+L}

where A is the nibble of the first sprite, B is the nibble of the second sprite, and L is your offset.  Does that make kinda sense?

1120
Computer Projects and Ideas / Re: Nightmare
« on: September 03, 2011, 08:56:40 pm »
Heh I'm working on one of the biggest monsters yet, and its been really interesting working with all these variables like:

int KillingMode
Object deathTarget
Method tearBodyParts
double bloodAmmount
Method sprayBlood

XD There should be a new release realllllly soon, I'm almost finished with this last section of the level

1121
TI Z80 / Re: My explosive contest entry
« on: September 03, 2011, 07:59:01 pm »
For the object input, it inflates them itself, for the rope however you need to inflate the anchor location yourself, or write a sub to handle it.  I believe there is also 1 more list to handle graphical effects that is located at L1+400, with entries of 8 bytes. 

For the sprite numbers, the number is an offset from a global sprite buffer.  0 is the first sprite in the buffer, 1 is the second ect... 

1122
TI Z80 / Re: My explosive contest entry
« on: September 03, 2011, 07:39:08 pm »
It looks like the program to check is MAPLD, and to add an object use sub(ADD,X,Y,Width,Height,Mass,Sprite).  I believe those arguments are correct, but I'm not 100% sure.

There is not the same type of code for ropes though, but the area it is currently found is in program A:

Code: [Select]
:1→{L1+300}
:35*256→{L1+308}r
:0→{L1+310}r
:35*35→{L1+312}r
:35→{L1+314}
:2→{L1+315}

And it looks like you already found the arguments that these represent :)

EDIT: Also, if a list of objects starts at RAM location N, {N} holds the number of objects, with the first object starting at N+L where L is the length of each entry.  For object addition and removal, I use general purpose routines that are present in ZEDD that work for all of the lists in the game.  Object removal works by copying the last element of the list onto the element to be removed, so you don't need to worry about any object addresses changing unless they are the last, in which case I don't know D:

1123
TI Z80 / Re: My explosive contest entry
« on: September 03, 2011, 06:58:51 pm »
There are multiple ways to solve all of the puzzles, since you gain so much freedom with the explosives.  And yeah, currently the objects are not part of the level code, they have to be coded into the executable.  Also I believe the game loads the level from an appvar created by the level creator, so if you don't have that it might not run.

Also that rope issue might be caused by many different things, but I was probably in the middle of working on the code, or maybe the length of the rope is merely too long, not sure :/

1124
Axe / Re: Physics Based Collisions
« on: September 03, 2011, 04:53:11 pm »
You tell me  8)

1125
Axe / Re: Axe Tilemapping and Optimization
« on: September 03, 2011, 04:33:20 pm »
As long as you are not using smoothscrolling nor greyscale, you can use StorePic to store your front buffer into the backbuffer (L3) and then RecalPic to recall it back into your front buffer (L6).  If you are using smoothscrolling, it can be a little more tricky, but I believe there are some fast smoothscrolling tilemappers out there. 

If you are using greyscale and absolutely need the speed, you can allocate an extra 768 bytes from an appvar or your program, and use that coupled with L1 for backups of both the front and main buffer, just remember to relocate your variables to somewhere other than L1, that way you can use L1's full 768 bytes

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