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Messages - Builderboy
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1591
« on: February 23, 2011, 07:48:28 pm »
Yeah, /256 is a lot faster As for transitions, what kind were you thinking? A fade out kind of style where the screen is cleared in some sort of effect and then redrawn with another effect? Hmmm since your character is starting and ending on arbitrary parts of the screen, this might be the best option... Hmmm maybe have some sort of animation where they walk into a door and then the screen is cleared and then the player walks out of a door?
1592
« on: February 23, 2011, 06:33:02 pm »
Maybe just do the lazer rutine every other frame?
Edit: How do you deal with never ending lazers? Do you have it only trave a certain number of pxl's?
Maybe you have to press a button to fire the lazer? Or stand on a button ingame? That way it wouldn't be firing all the time, and could even add in more puzzling -ness to the game As for never ending lasers... how would those even be created without some sort of portal system? EDIT: Portal with lasers
1593
« on: February 23, 2011, 06:30:15 pm »
Another thing that might be interesting to make is have you place charges, and then it draws the electric field lines or something
1594
« on: February 23, 2011, 06:25:48 pm »
Haha perhaps, if I chose to include that type of level I have been doing a lot of brainstorming on that front. EDIT: I was browsing the Graviter thread, and I got the idea of lasers with Portals It would probably be too much for the engine to handle, and require tons of extra code, but it would look soooo coooool
1595
« on: February 23, 2011, 11:49:13 am »
Yeah it is slower, but unfortunately it seems Runners documentation is lacking in that regards
1596
« on: February 23, 2011, 11:28:01 am »
{L1+A} is slightly faster than {P+A}, but not by a lot, only 6 cycles.
1597
« on: February 23, 2011, 02:32:02 am »
Probably, but I'm already using the backbuffer for a backup of my map so that I don't have to redraw it every frame.
1598
« on: February 23, 2011, 01:23:58 am »
Hmmm so what is this code supposed to do? And what is the problem with it? What are some of the variables and what do they mean? Which sections of code do what?
1599
« on: February 23, 2011, 01:18:29 am »
Ouch Well im glad everything has gotten rewritten back to where it was, hope you can get friction working again (I use A>>0-(A<<0)+A->A ) Have you thought of any gameplay element to replace lasers?
1600
« on: February 23, 2011, 01:17:29 am »
The new staff has the same color name as false news What can it mean!!??
1601
« on: February 23, 2011, 01:16:42 am »
I remember that! It was... kinda finished lol, I played it and didn't experience any ill effects, but it wasn't anything to write home about
1602
« on: February 23, 2011, 01:15:31 am »
I've been working on the title screen some more, and I also have a really neat mini title transformation intro thingy underway The engine has also been super optimized, so I am starting to add in the extra tidbits such as death animations and such. I also modified the code slightly so that the engine now only uses getKey(#) instead of the regular getKey command. I have been meaning to do that for a while, and finally got around to it Now you can shoot portals while moving your character at the same time which was impossible before. Oh and the engine runs at 34 FPS with 5 buttons and 3 crates onscreen
1603
« on: February 22, 2011, 09:22:52 pm »
Also, I had a small request along the lines of the speed sliders. In addition to all the different speeds possible, could there also be an option to advance a frame every time a key is pressed? This would make it really really useful for speed runs and bug testing where high precision is needed, or a specific frame needs to be found
1604
« on: February 22, 2011, 03:37:33 pm »
Darl you know you can get the same effect without the DrawInv by inverting the bit data and changing the AND to an OR right? Then it can be even faster ^^
1605
« on: February 22, 2011, 11:40:38 am »
Just gotta use it in an original way, or modify it in a way that makes it stand out
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