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Messages - Builderboy

Pages: 1 ... 19 20 [21] 22 23 ... 375
301
Computer Projects and Ideas / Re: Tag-PC version
« on: March 22, 2012, 01:09:47 pm »
Ah gotcha, sounds great :D

302
Computer Projects and Ideas / Re: Tag-PC version
« on: March 22, 2012, 12:51:03 pm »
Are you going to make it 2D or 3D like the original version?

What language are you planning to write it in?

303
OmnomIRC Development / Re: Omnom IRC down?
« on: March 21, 2012, 09:21:03 pm »
Yeah i'm in chrome and it is broke D: I wonder if my messages are getting through though...

304
TI Z80 / Re: Core Wars
« on: March 21, 2012, 12:29:54 am »
I myself don't have any good examples with me, but maybe you could check the internet!  Core wars is a direct port, so any program you find on the web should theoretically work in my program too, as long as it doesn't depend on a specific core size

305
Axe / Re: Axe Q&A
« on: March 20, 2012, 08:12:31 pm »
How do you tell what that what is a two byte pointer?  Pointers in general are usually two bytes, and both {#} and {#}r can use two byte pointers.  Maybe post the code you are trying to get to work?

306
TI Z80 / Re: Angry Birds
« on: March 20, 2012, 06:56:43 pm »
if it's messing with empty polygon, it might be possible. you can rotate the points and connect the line.
Displaying the polygon is not the issue, the physics involving multiple polygons colliding against each other is the most difficult part of this entire project. 

307
Axe / Re: Axe Q&A
« on: March 20, 2012, 03:27:07 pm »
So, files (Y1 etc) work in Copy() right?

Also say I getCalc(...)→{L1+8}r.  In a Copy statement, do I tell it L1+8 or do I somehow specify that it's two bytes?  Or does it default to two-byte values?

Yes Files work in a copy statement, but what do you mean by your second question?  The copy statement copies a certain number of bytes from one location to another

308
TI Z80 / Re: Angry Birds
« on: March 20, 2012, 02:36:01 pm »
I think all four of those points pale in comparison to the challenge of getting physics to work like they do in the actual game.  Do you have an engine already planned out?

309
Axe / Re: Axe Q&A
« on: March 20, 2012, 01:28:09 pm »
Code: [Select]
Lbl Black
0->r3
Repeat pxl-test(r1+r3++,r2+r3) or pxl-test(r1-r3,r2+r3) or pxl-test(r1+r3,r2-r3) or pxl-test(r1-r3,r2-r3)
End
Return

That should work and be pretty fast too, although it will get slower as the enemy moves far away from other black pixels.  Would your level design warrant searching by steps larger than 1?

310
TI Z80 / Re: YAAR (Yet Another Assembly/Axe Raycaster)
« on: March 20, 2012, 01:36:54 am »
3D portal physics wouldn't be nearly has hard as writing the graphics engine i think, coming from experience from PortalX.

311
The Axe Parser Project / Re: Inverse Cosine of an 8.8 number
« on: March 18, 2012, 09:22:53 pm »
You might want to look into the taylor expansion of inverse-cosine


But out of curiosity, and with the potential to solve this issue with vectors, what do you need inverse cosine for?

312
Humour and Jokes / Re: The Guthammer 6000
« on: March 18, 2012, 05:52:33 pm »
Lol I know, I was merely commenting on the fact that you managed to get the Word misspelt underline in your actual poster.

313
Humour and Jokes / Re: The Guthammer 6000
« on: March 18, 2012, 04:22:30 pm »
You spelt Guthammer wrong

*Builderboy Runs*

314
The Axe Parser Project / Re: Bug Reports
« on: March 18, 2012, 02:28:54 pm »
Update to the newest Axe and find out :] Tech support for older Axe versions unfortunately usually amounts to updating to the newest Axe before any more tests are made.  I do know that a lot of bugs were fixed in the newest version, so there is a good chance that your problem could be fixed by updating, but in the event that it doesn't, post again and we will sort everything out ^^

315
So a lot of time has gone by, but this map is still being updated and maintained!  Recently there has been a rise in the minecraft activity on Omni so I thought I might re-bump this thread and gather a group of people who might want to try it out!

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