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Graviter / Re: Graviter - Axe
« on: March 10, 2011, 02:25:21 am »
No i mean lowest possible spot on the screen (i've been talking about Y position) since higher numbers move down the screen
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Graviter / Re: Graviter - Axe« on: March 10, 2011, 02:25:21 am »
No i mean lowest possible spot on the screen (i've been talking about Y position) since higher numbers move down the screen
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Graviter / Re: Graviter - Axe« on: March 10, 2011, 02:17:42 am »
I'm guessing 255 will do it, since that will put you at the lowest possible spot without moving into the next pixel, but i cant be sure o.O
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Graviter / Re: Graviter - Axe« on: March 10, 2011, 02:14:15 am »
It still is boolean remember the calc only operates in 1's and 0's no matter what, this just acts like a whole bunch of boolean OR's for each bit in the number
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Graviter / Re: Graviter - Axe« on: March 10, 2011, 02:09:42 am »
It is a boolean, but it works on each individual bit of the number Since your number is 10101001.10010010 , and since we want the second half to be 11111111, we just OR your number with 11111111 (255), which sets all of the bits to 11111111
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Graviter / Re: Graviter - Axe« on: March 10, 2011, 02:00:41 am »
yeah, its the symbol used to find the address of the Y variable, that way I can set the specific byte that corosponds to it
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Graviter / Re: Graviter - Axe« on: March 10, 2011, 01:57:47 am »
not quite, since that makes the variable smaller, when you want to be making it larger. adding 255 would work though.
If this: 23.156 is your Y value, you are on the 23rd pixel, and 156/256 the way down the pixel. We want to be at the very bottom, we want to be at 23.255, so we want to set the second half to 255. We can do OR 255, we can try /256*256+255, or 255->{oY}. whatever we like 1477
Graviter / Re: Graviter - Axe« on: March 10, 2011, 01:52:12 am »
It basically puts you at the bottom of any pixel you are currently in, since the first half of the two byte number is the pixel location, and the second byte of the number is the location inside of the pixel. I think 255->{oY} might be more optimized, but I'm not sure thats entirely correct. Either way, you just want to set the second half of the number to max, so its moved to the absolute bottom of the sub pixel
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Graviter / Re: Graviter - Axe« on: March 10, 2011, 01:40:53 am »
A simple Y Or 255->Y should do the trick
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Graviter / Re: Graviter - Axe« on: March 10, 2011, 01:35:56 am »The problem is that the player’s head bumps into the ceiling before the ground detection kicks in, so it’s already fallen a bit below the platform when the bottom detection starts, which ends up with you not being able to jump up high enough. It’s erratic because sometimes you can, sometimes you can’t, due to the fact that i’m doing /256 and it doesn’t perfectly land on the ground each time. I’m still trying to find a solution, though Ah, maybe when you land on the ground, it always automatically places you at the lowest sub pixel? 1480
Graviter / Re: Graviter - Axe« on: March 10, 2011, 01:15:28 am »
Still no news on the jumping bug?
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Portal X / Re: Portal X« on: March 09, 2011, 08:20:03 pm »
well I don't need a button that opens two doors so there really wasn't a problem to begin with
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Portal X / Re: Portal X« on: March 09, 2011, 08:17:01 pm »
Thats crazy though. So crazy it just might work
And yes, switches are object based They need to be so that the engine knows which switch is connected to which door. It also helps with the compression 1483
Portal X / Re: Portal X« on: March 09, 2011, 07:45:42 pm »
Its not possible for one switch to open more than one door, nor is it possible for 2 or more switches to open a single door in any combination of logic (open the door if any switches are pressed/open the door if all switches are pressed) so yeah what I do if i need an AND gate is just have 2 doors right after eachother, although I don't think this comes up in any of the levels I have created
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WabbitStudio Software Suite / Re: WabbitStudio Software Suite« on: March 09, 2011, 07:42:01 pm »
I have not been able to get linking to work either
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Axe / Re: Establish Link Connection« on: March 09, 2011, 06:30:12 pm »
Lol well in that case I better get working on that tutorial
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