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Messages - Builderboy
Pages: 1 ... 120 121 [122] 123 124 ... 375
1816
« on: February 03, 2011, 01:32:40 am »
ANOTHER THING TO HELP ME WITH: i cannot seem to make the function if i set axe to compile it to mirage OS or DoorsCS format. what happens is when i start it, it completely freezes and clears RAM. happens in wabbit too so please somebody test this for me and tell me how to fix
thx
when you compile for MirageOS, what is the size of your program?
1817
« on: February 03, 2011, 01:31:50 am »
So the only thing that happens when you call a routine with arguments, is that the numbers you put into the sub(LBL,#,#,#) get *copied* into r1-r6. When the numbers are copied into r1-r6, anything inside of the r1-r6 is overwritten. r1-r6 are completely independent variables from A-Z, and can be used the same way.
1818
« on: February 03, 2011, 01:21:34 am »
Well interrupts trigger at regular time, no matter what else is executing, so you could use those to your advantage
1819
« on: February 03, 2011, 12:59:24 am »
True, with particle physics, it might be best to contain it to a single room, all those particles add up Plus scrolling and you have yourself a framerate nightmare
1820
« on: February 03, 2011, 12:55:12 am »
Ah gotcha. Hmmmm thats a tricky one, i've really never dealt too much with this, maybe someone else can shed some light?
1821
« on: February 02, 2011, 08:21:53 pm »
Ug, my original idea didn't pan out, i have to think up something new
1822
« on: February 02, 2011, 08:21:05 pm »
Instead of having the tilemap independent of the character, what about making them locked? In your tile mapping routine you could have a basid *off screen* tile, and it might make things a lot simpler.
1823
« on: February 02, 2011, 03:02:54 am »
I think he means its just a bit more optimized than:
If A=1 Bla End If A=2 Bla End ... But a switch command would be a *lot* more optimized than both, and a lot better looking
1824
« on: February 02, 2011, 12:59:41 am »
Some just were
1825
« on: February 02, 2011, 12:57:20 am »
Awesome Keep us posted ^^
1826
« on: February 01, 2011, 08:48:02 pm »
I would recommend an acceleration under 1 pxl/f/f. Also, If this is one of your first delve into physics, I would recommend not mixing physics until you are extremely well versed in them. Mixing sprites and cellular automata is difficult even for some of the most advanced users. Maybe stick with one or the other while you get more knowledgeable in physics? While my tutorials might be good, no amount of tutorials in the world are supplement for practice.
1827
« on: February 01, 2011, 08:24:19 pm »
Oh well in that case everything should work alright, although it sounds like its getting complicated. As for the collision, you would just have to have a whole bunch of rules unfortunately :[
1828
« on: February 01, 2011, 08:03:07 pm »
because with the rules of cellular automata, it would make the sand/water fall at 1 pixel per frame, where as true gravity would be parabolic.
1829
« on: February 01, 2011, 07:56:32 pm »
Hmmm you do know that the cellular automata will have different gravity than the sprites right? Unless you are making the sprites have abnormal gravity so that they can match the water? What kind of game are you actually making?
1830
« on: February 01, 2011, 07:53:15 pm »
You are going to do cellular automata as well as sprites with gravity and collision?
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