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Messages - Builderboy

Pages: 1 ... 114 115 [116] 117 118 ... 375
1726
Art / Re: TAO: Main menu screenshot contest!
« on: February 13, 2011, 02:03:35 am »
Here is my attempt :)

1727
News / Re: Axe Parser v0.5.0 Released
« on: February 13, 2011, 01:17:12 am »
Yay for new Axe release :D Can't wait for 1.0.0 :)

1728
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...
(The hints stop there... maybe)

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 :)

1731
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

1732
Graviter / Re: Graviter - Axe
« on: February 12, 2011, 02:51:28 pm »
No problem :D Glad its working ^^

1733
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?

1734
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?

1735
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 :)

1736
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.

1737
Graviter / Re: Graviter - Axe
« on: February 12, 2011, 01:35:37 pm »
Code: [Select]
I*15+L2->r6
If {r6+13}
{r6}r+{r6+4}r->{r6}r
While sub(GT,{r6}r/64+{r6+9}-1,{r6+2}r/64) or sub(GT,{r6}r/64+{r6+9}-1,{r6+2}r/64+{r6+11}-1)
{r6}r-64->{r6}r
0->{r6+4}r
End
Else
{r6}r-{r6+4}r->{r6}r
While sub(GT,{r6}r/64,{r6+2}r/64) or sub(GT,{r6}r/64,{r6+2}r/64+{r6+11}-1)
{r6}r+64->{r6}r
0->{r6+4}r
End
End

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?

1739
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. ^^

1740
TI Z80 / Re: Tio
« on: February 12, 2011, 02:42:51 am »
yeah, it sounds to me like he was trying to use the realoc() command to make the menu not screw with the same variables as the game or something

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