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Messages - Builderboy
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31
« on: March 05, 2013, 10:13:31 pm »
Alright, I took the time today to wrap up the changes I have been slowly working on. The level 24 bug should now be fixed, and an oversight on Leafy's my part that caused level 38 to be super easy. It should be much harder now Omni archive has been updated, and TiCalc will be updated when they get around to it.
32
« on: March 05, 2013, 09:55:42 pm »
Ahh good to hear, and looking good as well!
33
« on: March 05, 2013, 09:47:06 pm »
Would you mind elaborating a little bit? Specifically where the large number of OR statements come into play.
34
« on: March 05, 2013, 08:45:02 pm »
Wait do you have a single OR statement for every spike? How exactly are you doing your collision detection?
35
« on: February 28, 2013, 11:17:39 pm »
To convert a single digit to a single character is pretty simple, you simply do # + '0'. Converting a multi digit number into a string is simply a matter of going through the number digit by digit and converting each digit to a character.
36
« on: February 28, 2013, 06:30:35 pm »
I fear this is going in the same direction as when Sorunome brought Brainfuck here Everyone suddenly started messing around with it with interpreters popping out of the ground by the dozen.
To be fair, I was working on VVVVVV long before pimathbrainiac started it Still, looking great! I'm liking the new sprites.
*Coughiscompletelyrewritinghisengineandstartingovercough*
37
« on: February 27, 2013, 12:02:50 am »
You probably would be better off just displaying 2 or more sprites at the proper offsets at the edges of the area, and then masking off the unwanted parts with rect commands or copy commands or something.
38
« on: February 22, 2013, 03:05:55 pm »
Cool story TI, I'm going to go boot up wabbit now...
39
« on: February 21, 2013, 02:33:52 pm »
Wow! That is amazing. You did that in BASIC?
Indeed, pure basic + a single archive utility so I wasn't limited by space. The levels take up quite a bit of space, so the archive utility was a must. I might finish this one day, but at least now the demo is released for people to play
40
« on: February 21, 2013, 05:19:36 am »
Serenity DemoSerenity is a pure basic puzzle platformer. Originally intended to be a complete game, this is simply a demo of the first sector, as there has been very little progress on the game for some time. In Serenity you are the captain of a simple cargo ship in the distant future. As you are on the way to deliver your mysterious cargo, you are hijacked by the devious Niska, and taken prisoner on his ship. Fight enemies and solve puzzles in this beautiful sidescroller. Note that this demo is about the same as I released a while back, but now it's all tidied up and in the archives
41
« on: January 15, 2013, 11:04:26 pm »
This video talks about it nicely and goes over how it really isn't that much different as you might think! Vihart is also a great math channel for all sorts of other interesting things.
42
« on: December 29, 2012, 04:03:57 pm »
That doesn't look quite like correct perspective, how are you going about doing your mode 7?
43
« on: December 26, 2012, 04:59:26 pm »
Yeah making a Brainfuck to Asm compiler would probably be much easier now that I think about it haha. The compiler could still be in Axe too! It just would have to do some annoying byte counting for the jumps.
44
« on: December 26, 2012, 04:36:35 pm »
Indeed, the wikipedia page even has a C equivalent to each of the symbols, and it's super easy haha.
45
« on: December 26, 2012, 04:33:54 pm »
You know what would be interesting, a BrainFuck compiler that takes brainfuck code and converts it into Axe code. Then you would compile the generated Axe code for super speed!
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