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Messages - Builderboy
Pages: 1 ... 117 118 [119] 120 121 ... 375
1771
« on: February 11, 2011, 12:27:07 pm »
Wow that is looking simply beautiful! Really glad to see all 16 colors are being implemented and used, and quite well I might add! I can't wait to see what else is added to this wonderful project
1772
« on: February 11, 2011, 12:24:56 pm »
Hmmm you might want to get contact with Kerm, as he doesn't frequent these forums as often. He would be the one to talk to about any CalcNet issues
1773
« on: February 11, 2011, 12:23:53 pm »
I love storing data in the buffer ^^ By the time you have displayed things onto the scree, you don't even need a second step to write into the data buffer because you already have! I can't believe my physics lessons spawned these excellent games! (well one of them ) But its looking really amazing! I don't even think I have ever seen this type of thing done for the calculator at all ever! Worthy of a feature when released methinks :]
1774
« on: February 11, 2011, 12:20:28 pm »
Hi everybody, so as some of you may have noticed, Omnimaga was unexpectedly brought offline last night due to an incident that is still being fully discussed in private. For now, however, we are back online and up and running, thanks to a backup. However, some of the files that were uploaded in the last few days might have been lost, so if you remember uploading something of importance, or if you joined recently and you find your avatar is missing, you will need to reupload those files. We are sorry for any inconvenience this has caused, more information may surface later, but for now I'm going to keep many of the facts umong the people concerned. Thanks for your patience, and glad Omnimaga is back up ^^
On a separate note, some of you may have noticed a decrease in my activity on Omnimaga, it's merely because I'm currently carrying 16.5 units and am quite busy at some points. I'll check up whenever I can, but my activity will be less than continual.
1775
« on: February 11, 2011, 12:14:23 pm »
*LOVE* the new camera system you really made it implement well! And i think it looks very smooth :] I have to say, this game is looking totally epic! Graphics and everything ^^ Have you gotten any ideas for story or whatnot? whats the gameplay going to be like?
1776
« on: February 11, 2011, 12:09:24 pm »
How about not(fPart(N/A)) ? It simply does the division itself, and if there is a decimal, it returns false, otherwise true. I think you guys are overthinking it
1777
« on: February 08, 2011, 11:17:44 am »
Well first off, if you want realistic pysics, you might want to consider switching to x256 format. This is where every time you add 256 to your position variables, your character moves 1 pixel. This will allow you to have more precision and possibly get the gravity effects you are looking for.
However, If you do not want to use x256 format and stick with what you have, you can try this simple physics piece of code:
:Lbl G :Θ*3+GDB0->r5 :If {r5+3}>>-7 :{r5+3}+1->{r5+3} :End : :{r5+1}+{r5+3}->{r5+1} :While sub(GN,{r5}+5,{r5+1}+5 :If {r5+3}>>0 :{r5+1}-1->{r5+1} :Else :{r5+1}+1->{r5+1} :End :End : :If sub(GN,{r5}+5,{r5+1}+5)=0 && getKey(4) :-7->{r5+3} :End :Return This piece of code *should* give you some realistic gravity and jumping in your game
1778
« on: February 07, 2011, 10:16:35 pm »
Alright gotcha, just asking Good luck with Tio! Can't wait to see some more progress :]
1779
« on: February 07, 2011, 06:56:33 pm »
I really like it the physics you implemented look very fun to play with :] are you still looking for some small arcade games to generate? cause I have some ideas
1780
« on: February 07, 2011, 06:46:39 pm »
Yeah with a ball that size it gets crazy I imagine One of the reasons I never really developed a fully flexible ball physics engine myself. Congrats on getting the physics as awesome as you did
1781
« on: February 07, 2011, 06:44:31 pm »
which is why I think there should be one command to create the appvar and a different one to read from an appvar...
Wait, i'm confused, isn't there only one command to create them and only one command to read from them? getCalc() can create them, and using a pointer can read from them?
1782
« on: February 07, 2011, 06:42:05 pm »
GN is not the problem, it return the good tile (D point appvars Data). My problem is hard to explain (at least with my bad english), I want use your phisic in a multi-player game. How can I affect every players in same time I'm moving in a tilemap ?
Ah you mean you have a scrolling tilemap?
1783
« on: February 07, 2011, 06:41:00 pm »
That looks excellent! Love the physics you implemented although it looks like it behaves slightly weird in the basket? I saw it hit the side of the basket and then rebound like it hit the floor?
1784
« on: February 07, 2011, 06:37:08 pm »
Sounds neat Is it turn based? How does it manage the multiple players?
1785
« on: February 07, 2011, 06:35:41 pm »
Wow I was thinking to myself "Thats now *that* fast of a screenshot" until I realized I was on Chrome, and it was playing at like third speed Amazing job on the mapper and good luck on implementing slopes! They really are tricky
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