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Messages - Builderboy
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2356
« on: December 08, 2010, 07:24:39 pm »
Collisions depend on what you're making, but try using this to Tilemap:
http://ourl.ca/4550
If you're doing physics based game and you need really accurate physics, try Builderboy's routine (Which I hope he doesn't mind me posting):
If X1+W1>X2 AND X2+W2>X1 AND Y1+H1>Y2 AND Y2+H2>Y1 there is a collision! END
Where X and Y are position and W and H are width and Height. As for collsion velocity tranfer, the equations are this:
V1 = (C*M2*(V2-V1)+M1*V1+M2*V2)/(M1+M2) V2 = (C*M1*(V1-V2)+M2*V2+M1*V1)/(M2+M1)
Where V is velocity, M is mass, and C is a constant from 1-0. 1 being a perfectly elastic collision (no energy lost) and 0 being a perfectly inelastic collision (objects stick together). That routine is for collision between objects, not between an object and a tilemap, so thats not what he wants. So you know how to make a tilemap you say? How are you storing your data? What do your sprites look like?
2357
« on: December 08, 2010, 07:16:09 pm »
So i have started working on the title screen, and it is quite detailed and i want to refrain from just posting all 768 bytes into the program, as i feel that would be a bit large. And so, i have decided to make a compression challenge! Whoever can compress this screen into the least number of bytes will get their name in the credits and my eternal respect and gratitude Note that the final size should include everything that is needed to put the screen into L6, through whatever means necessary. Note: I decided to release the real title screen
2358
« on: December 08, 2010, 05:10:11 pm »
2359
« on: December 08, 2010, 04:59:01 pm »
96 isn't on the auto optimization list, try doing *32*3 instead and it should be much faster Technically speaking, pixel testing is usually slower than byte reading, since with pixel testing you are doing bit shifts and bit testing. also, if your map was like 64x64, it would be even faster since you could then do *64 which is extremely fast On a related note, check out this FPS that BenRyves Made
2360
« on: December 08, 2010, 01:14:29 am »
Well its been proven Turring Complete, which means that you could make Portal if you were so inclined
2361
« on: December 08, 2010, 12:55:29 am »
Yeah, the ones from CalcCapture are horrible Quality All the others have high framerate versions
2362
« on: December 08, 2010, 12:47:56 am »
Hmmm maybe in a separate topic, i still have all the high framerate ones on disk. I think i'll just post a notice saying to contact me if you wanted high framerates
2363
« on: December 08, 2010, 12:46:05 am »
Well i don't think he was bashing it as much as pointing out its disadvantages (which were correct incidentally, this method is not perfect by any means) either way i wasn't offended ^^
2364
« on: December 08, 2010, 12:42:21 am »
I realized that when attachments are deleted and removed from posts, they aren't removed from the disk space might this be a good way to free up some memory one way or another?
2365
« on: December 08, 2010, 12:40:08 am »
Alright all the screenshots are now much lower framerate so Chrome users and other slow computers should be able to handle them better
2366
« on: December 08, 2010, 12:39:26 am »
Thanks guys And by page swapping i mean virtual pages (they aren't really pages, i just named them that). Basically they are chunks of code. Chunk 1 is the level loading and transition, and Chunk 2 is the main engine. Both chunks are smooshed together using this http://ourl.ca/7950 program, and its run as a single program from Mirage OS
2367
« on: December 08, 2010, 12:25:23 am »
Thanks guys I am also in the process of re uploading all my old screenshots in lower frame rates so they can all be viewed better
2368
« on: December 08, 2010, 12:02:48 am »
Alright update! I have here a screenie of two yes countem two levels connected with a transition animation, all running from a single program in MirageOS ^^. Now that i have all my page swapping code down, a lot of progress can be made fairly quickly. Adding levels is trivial and easy, so i am probably going to work on the menu next and all its fancy animation stuffs. Whats nice about this way i am working, is that each page has about 10 sub programs, but after you compile the page and finalize it, you don't need any of the subprograms anymore and you can group them or whatever, and keep the compiled page archived and out of the way Makes for a very clean Programing menu ^^ EDIT: Lowered the framerate of the screenie for chrome
2369
« on: December 07, 2010, 08:10:43 pm »
Not only must walls form a 90 degree angle with the floor, but also corners must be 90 degrees as well, so you can't have diagonal walls.
2370
« on: December 07, 2010, 03:16:43 pm »
I do
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