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Messages - Builderboy
Pages: 1 ... 100 101 [102] 103 104 ... 375
1516
« on: March 02, 2011, 06:52:58 pm »
Okay, after doing some reading, it was not fully explained in the original post that it is not a traditional sum, but in fact a Ramanujan Sum, which is *not* the same
1517
« on: March 02, 2011, 06:47:41 pm »
it seems that Eulers formula only deals with trig and complex numbers Can i see some sort of mathematical proof or explanation?
1518
« on: March 02, 2011, 06:45:08 pm »
My question is, how can 1+2+3+4... ever end up being less than 1?? You are starting with 1 and only adding positive numbers, how can you get negative? It seems mathematically impossible O.o
1519
« on: March 02, 2011, 06:41:57 pm »
1+2+3+4...=-1/12
Remind me again how this can be even remotely possible? There seems to be no way to get that to work
1520
« on: March 02, 2011, 12:44:09 am »
Right after my compressed tilemap code, i have object code, which is basically this. First byte is the number of objects. From then on, object data is a byte specifying the type of object, followed by all the data needed to define that object. Locations are compressed into a single byte that represents the tile that the location is in.
1521
« on: March 01, 2011, 11:19:19 pm »
I *could* tell the most racist joke I know but then most likely I would be killed from all different angles
1522
« on: March 01, 2011, 11:18:36 pm »
Thats for sure I still need to get it to compile the map and object data into a single readable file though, and thats going to be a bit harder, especially when it comes to the plasma balls, they are such a pain to compile
1523
« on: March 01, 2011, 10:24:16 pm »
Ooooh whoops i misread
1524
« on: March 01, 2011, 10:15:21 pm »
thats not how you win at chess You win by checkmating the king, so that he has no safe place to move. Just removing all the other pieces doesnt end the game itself
1525
« on: March 01, 2011, 10:09:22 pm »
This is amazing It just goes to show how popular and successful we are as a community!
1526
« on: March 01, 2011, 10:07:11 pm »
Wow that looks great! I can see you put in a lot of time into that battle system, it really looks like its going to be really effective and awesome It's so glad to see you again, can't wait for more progress on this! ^^
1527
« on: March 01, 2011, 10:04:42 pm »
Hahaha yeah i find that deadlines are only good if you are getting paid, or if its hw
1528
« on: March 01, 2011, 10:00:47 pm »
Right now I'm going with a when-its-done approach
1529
« on: March 01, 2011, 09:58:30 pm »
Woot, I am working on the Axe based level editor right now, and it's coming along rather nicely I have a dynamic tilemap display working, and it alters the display as you edit. It uses the exact same map rendering code, so it gives you an exact preview of what your level is going to look like. It also gives you a very simple way to edit objects as well, as is detailed in the screenshot. When your cursor is placed over a button or a plasma ball emiter, you can press Alpha to edit the door that the tile opens when activated. From then on, whenever you place your cursor over the tile, it will highlight the door that it opens I am definitely going to keep polishing this up for the final release, and there will be a lot more options. You will be able to load levels, save them to appvars, pack multiple levels into a single appvar, and even reorder the levels inside the appvar! Here is a screenie of what I have so far.
1530
« on: March 01, 2011, 08:41:53 pm »
I'll have to find that explanation I gave to Deep Thought and make it more detailed and post it
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