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Messages - Builderboy
Pages: 1 ... 93 94 [95] 96 97 ... 375
1411
« on: April 08, 2011, 01:44:52 pm »
I'm curious as to what is taking up the enormous amount of space in this app. You said previously that you had 13000 bytes of program in the app, and later that you optimized around 1000 bytes? So what specifically is taking up this 12000 bytes of space? Like in terms of the tilemapper, physics, and graphics?
1412
« on: April 08, 2011, 01:40:59 pm »
What are we trying to find?
1413
« on: April 06, 2011, 10:30:38 pm »
Hmmmm that does pose an interesting problem. Basically you are needing all 100% of code and data present to be stored in the App itself?
1414
« on: April 06, 2011, 08:34:22 pm »
I believe it was removed because of something to do with subprograms and memory leaks o.O
1415
« on: April 05, 2011, 12:04:14 am »
what about having physics use onscreen coordinates with a map offset?
1416
« on: April 04, 2011, 04:00:55 am »
Did you try the programs I suggested? I can assure you the speed difference lies within Pt-change and not the display routines. And I also might point out that if you only have a single Pt-change in your code, along with a pause and a display, any changes in speed are going to be near impossible to change, and indeed I didn't see any change in the blinking of the cursor when I tried it.
1417
« on: April 04, 2011, 03:37:33 am »
Try simply this:
For(F,0,9000 Pt-Change(0,0,0 End
and then this
For(F,0,9000 Pt-Change(7,0,0 End
there should be a tremendous speed difference, even though there isn't even a dispGraphrr in the picture. Whenever you are measuring speed, never include display updates in your code because the time they take to execute can be variable, and can mess with your readings.
1418
« on: April 03, 2011, 02:44:13 am »
That looks delicious! I think it looks a lot better than the 32 pixel version I especially like the sticking out fuel gauge, props to Runer ^^
1419
« on: March 31, 2011, 02:48:54 am »
oooh Oooh, I have a better idea! A personality core from the game portal is placed somewhere in the house, maybe near the computer or something (we gotta have a computer you know ) It combines my self-aware nature, and my favorite game
1420
« on: March 31, 2011, 02:46:54 am »
Yay it has finally been released! Its so cool to think that this was all started cause I made that small program that long ago in stats class And it spawned two totally awesome games that were so much more complicated, and was eventually amassed into an epic homescreen factory pack of win!
1421
« on: March 31, 2011, 02:41:16 am »
Is there going to be weather or day/night? I think that when I am in the game the sky should turn red and smoky Although I don't know if thats not subtle enough
1422
« on: March 30, 2011, 01:30:58 pm »
Sonic Retro has a complete guide on how to duplicate the physics of the Genesis/Megadrive Sonic games. Sonic has several features that were uncommon at the time, such as curvy slopes and the ability to control your jump height. The latter feature is implemented by having Sonic continue to accelerate after leaving the ground, up to a limit.
I've got that covered http://ourl.ca/7764This looks like an awesome guide I especially like the drawings and charts, it really helps with making everything easy to understand I had a question about the final program though, do you use regular X Y coordinates for the ball, and simply increment them by the velocity and thats it? Or is there something extra going on where it is moved vertically until it is right on the slope?
1423
« on: March 29, 2011, 02:18:27 am »
ooooh i see what you mean, yeah I guess that could work
1424
« on: March 29, 2011, 01:37:44 am »
An elaborate drawing Axiom would be nice, with: Lines Circles Rectangles FloodFill Lines circles and Rectangles would all have draw, clear and invert modes, possibly with a numerical argument instead of multiple r's. Recangle and Circle would also have options to fill black, fill white, or fill invert. FloodFill would have to be limited to fillBlack or FillWhite, as fillInvert doesn't make much sense And all of the commands would be able to be drawn onto the front, back, or both buffers.
1425
« on: March 29, 2011, 01:25:24 am »
I think you should definitely release Gravitier when you finish it Progress on PortalX is inconsistent and slow right now. And just think, I am already delaying my own project due to busyness and stuff, I would hate to delay a second!
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