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Art / Re: TAO: Main menu screenshot contest!
« on: February 13, 2011, 02:03:35 am »
Here is my attempt
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1726
Art / Re: TAO: Main menu screenshot contest!« on: February 13, 2011, 02:03:35 am »
Here is my attempt
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News / Re: Axe Parser v0.5.0 Released« on: February 13, 2011, 01:17:12 am »
Yay for new Axe release Can't wait for 1.0.0
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Axe / Re: Axe Q&A« on: February 13, 2011, 01:16:17 am »
How large is your program? Any Homescreen program that is over 8100 bytes will give an error, it sounds to me like you are very close to this value?
As for text, try putting a Fix 5 at the very start of your program 1729
The Axe Parser Project / Re: ChainFire Pinball Library« on: February 13, 2011, 01:14:18 am »Nah, it's neither of these two... Why whatever could you mean ztrumpet, its almost as if you are implying you know something... 1730
Axe / Re: Axe Q&A« on: February 12, 2011, 02:59:50 pm »
Also note that if you are running from the homescreen, there are no issues and the data will always reset back to its default
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Axe / Re: Axe Q&A« on: February 12, 2011, 02:56:04 pm »
So you want the Data to always be the same when you start the program? The best way to do that would be to never modify it in the first place. If you need to modify it, you can copy() it to a SafeRam location such as L1 and work with it from there
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Graviter / Re: Graviter - Axe« on: February 12, 2011, 02:51:28 pm »
No problem Glad its working ^^
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Axe / Re: Axe Q&A« on: February 12, 2011, 02:51:06 pm »
Well if you use MirageOS, it has automatic copyBack, so anything you modify will stay modified. Maybe just make your program for MirageOS/Doors?
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Axe / Re: Axe Q&A« on: February 12, 2011, 02:39:06 pm »
what do you mean how to deal with them? What do you need to do?
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Graviter / Re: Graviter - Axe« on: February 12, 2011, 02:27:25 pm »
I have lots of experience I noticed that you were moving your character *after* you did the position check, which would mean that if you were moving into a wall, the character would be inside the wall for a whole frame until it moved itself back out again. This was most likely causing another section of your code to think that the character was standing on the floor, and so the velocity would be reset to 0. By checking for collision right after you move it, if you move into a wall you immediately move right back out again
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The Axe Parser Project / Re: ChainFire Pinball Library« on: February 12, 2011, 01:37:07 pm »
There is a download now Be warned that there are still some small bugs that you might encounter. Nothing engine crippling, but it will present some oddities.
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Graviter / Re: Graviter - Axe« on: February 12, 2011, 01:35:37 pm »Code: [Select] I*15+L2->r6 I optimized a bit, and changed a very small thing, making the velocity be increased *before* the collision check. I am doing this because I am anticipating other parts of your code, so it may not work, but try it and see. Also, since you seem to be dividing by 64 a lot, it might benefit you in speed and size to make a /64 subroutine that /2/2/2/2/2/2, and call it whenever you need to divide by 64. like Xsub(D64) for example. 1738
The Axe Parser Project / Re: ChainFire Pinball Library« on: February 12, 2011, 03:55:41 am »
What do you mean?
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The Axe Parser Project / Re: ChainFire Pinball Library« on: February 12, 2011, 02:54:29 am »
Thats my goal To make it as easy as possible for people to get advanced physics in their games. ^^
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