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I can't wait to see a working demo of this, even a small one How would you rank the current progress of this?
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. 1787
TI-BASIC / Re: Tilemap optimization« on: February 07, 2011, 03:54:01 pm »I think the only way to make it faster is to have the map stored in a string and a second copy in a pic (where solid tiles are all white), then do pxl-test collision detection. I think Builderboy did that in Trapped. Almost right. I had the strings stored in my program, and then instead of Output()ing them onto the homescreen, i Text()ed them onto the graph screen. It took longer to display maps, but i was able to use pxl-test() for collision, which made movement faster 1788
Blaster Master / Re: Blaster Master!« on: February 07, 2011, 02:40:53 am »
yeah. Or if he wanted, he could change the on-ground sprite to have the wheels one pixel in the air, and then go and change the bounding box, but that sounds a bit excessive
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Blaster Master / Re: Blaster Master!« on: February 07, 2011, 02:35:05 am »
It might be tricky if the wheels are already at the bottom of the sprite though
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Blaster Master / Re: Blaster Master!« on: February 07, 2011, 02:26:24 am »
Ah yeah that would be tricky, well its definitely looking awesome so far
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Blaster Master / Re: Blaster Master!« on: February 07, 2011, 02:19:57 am »
Also, an idea. Since the calc screen is somewhat limited, would it be possible to have the camera not focus on the player itself, but the area in front of the player?
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Blaster Master / Re: Blaster Master!« on: February 07, 2011, 02:10:57 am »
My only single piece of criticism is that I think when you are in the air, the wheels should move down instead of the hull moving up. Other than that however, this is looking undeniably epic! *Especially* the sprites
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Axe / Re: RLE compression« on: February 07, 2011, 02:07:48 am »
Yep, that should work That is, are you able to write the compression routine in itself? or do you need some pointers?
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Axe / Re: RLE compression« on: February 07, 2011, 02:03:16 am »
Try instead of creating the appvar beforehand, compressing the map into L1, or a large piece of memory. After you finish compression, you know the size and you can create the right sized appvar
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Axe / Re: Physics Lessons« on: February 07, 2011, 01:54:40 am »
Alright, first, can't quite figure out what sub GN is suposed to do.. what does variable D mean? It isn't used anywhere else in the code you posted.
Second, why are you looping from 0 to your velocity? For(r3,0,{Θ*4+GDB0→r5+3}) I think you want to move your character forward 1 space and check for collision each time? Problems are going to arise when your velocity becomes negative. I recommend switching to x256 format, since you are working with physics, and I recommend just incrementing your characters position by their velocity. If they collide with an object, move them back to where they were before, and reverse the velocity. EDIT: WOW thats an amazing application of cellular automata! Outstanding! 1796
Introduce Yourself! / Re: A ninja approaches...« on: February 07, 2011, 01:46:42 am »
Welcome to Omnimaga We all hope you enjoy your stay, and can't wait to see any projects you might be working on! ^^
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The Axe Parser Project / Re: Assembly Programmers - Help Axe Optimize!« on: February 07, 2011, 01:11:13 am »
Nice catch, can't wait for the new version
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Official Contest / Re: [BULLETIN] Cage Matches« on: February 07, 2011, 01:10:32 am »
Unless I get a sudden bout of inspiration during the next week, I won't have anything finished unfortunately
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TI-BASIC / Re: Tilemap optimization« on: February 06, 2011, 11:30:07 pm »
I imagine you are storing the string directly in your program, displaying it with output, and then using sub() for collision?
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Ash: Phoenix / Re: Ash: Phoenix« on: February 06, 2011, 02:53:36 pm »
Hah thats always the most grueling part good luck! Can't wait to see the finish line!
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