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Messages - Builderboy

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1831
TI Z80 / Re: 'DE
« on: February 01, 2011, 07:49:03 pm »
I would recommend against compiling into Axe source, as OOP is already going to be inherently large, and running it through a *second* compiler is likely to create bugs, issues, as well as a probably very large file size :(

1832
TI Z80 / Re: SandLand
« on: February 01, 2011, 07:41:46 pm »
Yayy I can't wait to see your particle physics in action :)

1833
Computer Projects and Ideas / Re: My physics game
« on: February 01, 2011, 07:34:39 pm »
It moves a sprite around?  I thought you were trying to add cellular automata?

1834
Computer Projects and Ideas / Re: Nightmare
« on: February 01, 2011, 07:08:07 pm »
Yeah that was the idea :) i have no short of scares >:D

1835
Computer Projects and Ideas / Re: My physics game
« on: February 01, 2011, 06:49:07 pm »
When I say loop through every pixel, I only mean every pixel that is part of your element. So if you were doing a water simulation, you would loop through every pixel of water

1836
The Axe Parser Project / Re: ERR:
« on: February 01, 2011, 04:30:20 pm »
I don't get errors any more.
My code tends to be at a low (as in noob) enough level, that I don't encounter ERR:'s

Blocks used to be annoying untill I figured out to always have a blank line at the end of you code.
So If  (lol If as in the command, and I am talking about blocks right now :D) it scrolls to the 2nd to last line (always an end for me) It has to many End's
If it goes to the final line, it doesn't have enough.

Technically, if you have more than one missing end shouldn't it scroll to the very first extra End it encounters?

1837
Computer Projects and Ideas / Re: My physics game
« on: February 01, 2011, 04:28:46 pm »
Implementing cellular automata is not too hard.  You will want to start with two arrays.  These arrays will hold the pixels that represent your element you want to simulate, like water.  They will both have the length of the ammount of pixels you want to simulate, and one will hold the X value of a pixel, while the other array will hold the Y value for the pixels.  After that, you will want to loop through the array, applying your physics to each pixel as you go along.  Remember, physics is as simple as a set of rules like I explained in the other thread :)

1838
Computer Projects and Ideas / Re: Nightmare
« on: February 01, 2011, 04:03:21 pm »
I probably won't add enemies into the area I already created, but in the next area in some places.  I will design some very specific areas that are designed to introduce enemies and scare you >:D And I will be turning up the dial on scare as well

1839
Computer Projects and Ideas / Re: My physics game
« on: February 01, 2011, 03:46:28 pm »
The physics lessons go over how to control the cellular automata quite thoroughly, do you mean the actual concept behind them or the code?

1840
TI Z80 / Re: Four Level Grayscale Video
« on: February 01, 2011, 03:40:32 pm »
Wow O.O I think my brains just exploded out of my ears

1841
Computer Projects and Ideas / Re: My physics game
« on: February 01, 2011, 03:37:30 pm »
Are your questions about how to make the graphics full screen?  How to actually code the cellular automata?  How to store the data?

1842
Calculator C / Re: nDOOM - Fixing the crash on exit
« on: February 01, 2011, 11:24:55 am »
Gotcha, thats what i meant :] Awesome!

1843
News / Re: Prizm OS 1.02 available for download
« on: February 01, 2011, 02:38:17 am »
Wow seems like they actually care about fixing bugs O.O

1844
TI Z80 / Re: CopyProg
« on: February 01, 2011, 02:18:01 am »
Sounds good to me :D

1845
Axe / Re: More accurate positioning
« on: February 01, 2011, 02:06:27 am »
Well Axe works in integers, so the decimal is not calculated and you are left with 1.  The concept is basically this:  You store the coordinates to a screen that is 256 times bigger than the calculator one, and when you display your character you zoom out by dividing by 256.  This means you have 65536x the positions of a normal screen, so you have much more precision.  Everything you do to the value now will have 1/256 as much effect.  Instead of adding 1, it will now be like adding 1/256 :)

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