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Messages - Builderboy
Pages: 1 ... 16 17 [18] 19 20 ... 375
256
« on: May 07, 2012, 10:31:47 pm »
Well using an angle method still works well, and if this is for some sort of shooter game, that means you can re-use some code for any bullets that are being fired back at you
257
« on: May 07, 2012, 09:30:55 pm »
Instead of using slope and a flag, would it not be easier to use just an angle instead? That way you can specify the full range of directions in equal precision, and it would take up less data and use already implemented Axe commands. Your slope would range from 0 to 256, where 0 is directly to the right, 64 is directly down, 128 is directly to the left, and 192 is directly up. To extract the directions from the angle, simply use Cos(angle) for the X direction and Sin(angle) for the Y direction
258
« on: May 04, 2012, 08:55:59 pm »
If anybody is interested, I have just recently released a new version of my own multiplayer minecraft puzzle map, and it might be fun to temporarily set it up on a server and play through it Anybody interested?
259
« on: May 02, 2012, 08:35:16 pm »
I wrote a terrain generation routine a while back in Axe, you can find more info about it Here. It's pretty simple compared to yours though That looks pretty awesome! I might suggest making the depth-map have a bit more effect, so you get stuff like mountains and valleys and stuff. You could even do something like what minecraft used to do, and have 2 depth maps, one that is very coarse for large details like mountains and stuff, and a very fine one to give small details like the ground
260
« on: May 02, 2012, 10:27:25 am »
can someone explain what this function does exactly? i've looked for it, but never found something.. what kind of status is it?
It is used for communicating over the link port. You may or may not know that the link cable has 3 wires called ring, tip, and ground. Software cannot change the ground wire, but it can change the ring and the tip. By writing a number from 0-3 into port, you are directly controlling these 2 wires. By reading from Port, you are testing the current value of those two wires
261
« on: May 01, 2012, 10:57:53 pm »
My general rule is to never use the Y variable, since you never can tell when it is going to get corrupted
262
« on: May 01, 2012, 09:00:25 pm »
Actually chrome doesn't have that cap anymore they fixed it ^^
263
« on: May 01, 2012, 04:56:29 pm »
I was able to do 25 bytes, but my input string is backwards, and it takes Ans as the string input instead of Str1 It also has the benefit of being a single line .5sum(seq(expr(sub(Ans,X,1))2^X,X,1,length(Ans Your program can be simplified with the use of expr() as well, instead of the ="1
264
« on: April 30, 2012, 06:53:54 pm »
Seems I can't access the server? Is it still up?
265
« on: April 26, 2012, 02:11:50 pm »
Yes Zedd works for any size rectangle, although with the current tile detection things might get a bit weird if you make the object larger than the tiles. And sure, why don't you send me a PM and we can work through some of the code that is giving you trouble
266
« on: April 24, 2012, 08:30:04 pm »
Apparently Netham accidentally two whole days worth of posts
267
« on: April 24, 2012, 05:20:14 pm »
I'm still having lots of delay when loading pages, is this going to improve i hope?
268
« on: April 19, 2012, 04:02:09 am »
269
« on: April 16, 2012, 11:00:13 pm »
Leafy you silly, Axe supports converting decimal numbers like 1.29 into 8x8 format INT.DEC The non-integer decimal number as an 8.8 fixed point number. Maximum 3 decimal places allowed.
270
« on: April 16, 2012, 01:38:23 pm »
It does beg the question though, why *does* the incoming data spike before the crash?
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