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Messages - Builderboy

Pages: 1 ... 258 259 [260] 261 262 ... 375
3886
Portal X / Re: Portal X
« on: June 28, 2010, 04:05:33 pm »
Hmmm 3x3 boxes didnt solve the Portal problem, i was mistaken...  Hmmmm and the 3x3 is harder to simulate than i thought.  Requires 2x the pixel testing to simulate accurately without error...  Hmmm i hope i can make it work

And I dont think bots are going to be added, the physics and concept behind them is just too complicated for an object, it would steal a lot of the computation time.  I do not think i will be adding them, unless i get a brainwave in their implementation.  I hope i can implement the companion cube, but we shall see if i can get 3x3 boxes working well.

And as soon as I get all this Box Mess sorted out I will release a demo puzzle room that uses all the features implemented so far :) (which is all the features i was planning, then its onto all the other stuff :O)

3887
Miscellaneous / Re: Birthday
« on: June 28, 2010, 04:00:46 pm »
Happy Happy Birthday! To you! To You!

3888
Humour and Jokes / Re: 6666th post of the month!
« on: June 28, 2010, 03:59:24 pm »
Because they aren't contributing anything useful or beneficial to the forums :P And because people sometimes used them to up their post count without posting in relevant topics.

3889
Portal X / Re: Portal X
« on: June 28, 2010, 04:09:45 am »
Actualy I just figured out that my portal bugs involving the crates had to do with the fact that it's 2x2 and not 3x3 XD so I'm definetaly going to change them to 3x3 :) do you think the crates should be solid or with a white pixel in the center?

3890
TI Z80 / Re: Empire
« on: June 28, 2010, 04:06:43 am »
Really quigibo?  That's excelent :D 16000 bytes of executable code with unlimited data (practicaly) sounds like a very promising thing to shoot for :)

3891
I think different levels of AI is perfectly fine :) What differences will there be between the hard and the easy?  Hard coded differences or is there variables you set?

3892
TI Z80 / Re: Empire
« on: June 28, 2010, 01:31:20 am »
Sounds really awesome :D And remember, size is actually going to be around 16000 bytes since App writing is being implemented.  Have fun at your church camp thingy!

3893
Axe / Re: Braces
« on: June 28, 2010, 01:25:21 am »
Haha thats true :D I wish axe had timer support :P Then i could calculate the times for everything and write them all down for extreme optimizations >:D

3894
Axe / Re: Braces
« on: June 28, 2010, 01:22:08 am »
Is there any documentation to how much slower it runs compared to the regular sprite commands?

3895
Axe / Re: Smooth Scrolling Tilemapper
« on: June 28, 2010, 01:20:34 am »
Is there still a copy/demo of it around anywhere?  I would like to just play around with it ^^

3896
Pokemon Red / Re: Pokemon Red
« on: June 28, 2010, 01:16:17 am »
For sprites and graphics, have you tried Run Length Encoding?  Depending on the way you draw your graphics, it may or may not work well.

3897
Portal X / Re: Portal X
« on: June 28, 2010, 01:13:29 am »
Yeah the buttons just draw to the backbuffer ^^ It works quite well.

On a sidenote, here is a screenshot of the boxes as i get them to work :)

EDIT: Im also planning to release a fun demo using all the features supported so far once i fix all the bugs involving crates :)

3898
Miscellaneous / Re: SirCmpwn not(C parents blocked Omnimaga again
« on: June 26, 2010, 10:06:08 pm »
Thats sad :( Not so much the punishments, but the reasons (read: none) and the careless destruction of projects :( Well we're glad your back for now, and we hope you can continue to be on here!  I hope you can come to terms with your parents, although it sounds like that might be hard :(

3899
TI Z80 / Re: Calcalca
« on: June 26, 2010, 08:06:04 pm »
It says 'can you read this' in an alternate language ^-^

3900
Portal X / Re: Portal X
« on: June 26, 2010, 07:38:34 pm »
Yeah if i remember correctly they said they created a small virtual physics engine around each Portal because it would be too time consuming to do it for the whole map.

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