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Axe / Re: platform collision question.
« on: June 11, 2010, 08:06:33 pm »
Hah me too, and just playing a small sonic game on the web shows how difficult the physics is to accomplish.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 4021
Axe / Re: platform collision question.« on: June 11, 2010, 08:06:33 pm »
Hah me too, and just playing a small sonic game on the web shows how difficult the physics is to accomplish.
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General Calculator Help / Re: CalcSys« on: June 11, 2010, 08:03:47 pm »
I never actually have used CalcSys at all o.O I even had it on my calc for some time when i got it from a friend, but i eventually deleted it.
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Axe / Re: platform collision question.« on: June 11, 2010, 08:02:19 pm »
Axe sonic might be an interesting feat o.O Considering the asm version never seems to go anywhere...
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Axe / Re: platform collision question.« on: June 11, 2010, 07:59:42 pm »If I saw a collision, I would stop the physics engine from updating, take manual control of the character, animate it sliding off the edge, and give the physics engine control again. I would probably play around with it to find a suitable method. That is, assuming that I was willing to do that to the player in the first place. Ah that would be an interesting solution. It might cause some weird complications but im sure they could be ironed out ^^ 4025
Axe / Re: platform collision question.« on: June 11, 2010, 07:53:59 pm »
really? I cant think of any way that would make it easier o.O What kind of method would you use?
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Axe / Re: platform collision question.« on: June 11, 2010, 07:52:05 pm »
Hmmm maybe so, but wouldn't adding some sort of edge sliding make it more complicated, not less?
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Axe / Re: platform collision question.« on: June 11, 2010, 07:46:55 pm »
Mmm i thought he was just talking about the decision to have a character balance on an edge or be pushed off? I think the former is supported with simple collision, where the latter needs some sort of counter and other forces involved.
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Axe / Re: The Complete Guide to Effective Axe« on: June 11, 2010, 07:39:28 pm »
* Builderboy Salivates *
When do you think you are going to release it? Will it be all at once or page by page like Hot dog? 4029
Axe / Re: platform collision question.« on: June 11, 2010, 07:38:20 pm »
Harder to implement? It sounds like it would be easier to implement it since you wouldnt have to have any extra code, and all the hard coding would go into the sliding off an edge?
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The Axe Parser Project / Re: Bug Reports« on: June 11, 2010, 07:37:08 pm »
Thats why im still ata round 0.2.4, im waiting for a stable release, either that or some sort of new feature that i cant live without.
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Humour and Jokes / Re: The smallest possible (and hardest) calculator game ever« on: June 11, 2010, 07:34:57 pm »
Oh you silly's dont you know that the game is over? I stopped playing a couple of months back
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The Axe Parser Project / Re: Your Projects - Post and Critique« on: June 11, 2010, 07:31:52 pm »
Awesome Success :O What does the source to that monster look like?
(unless its your Axe project?) 4033
Other Calculators / Re: Self-Modifying Code (SMC)« on: June 11, 2010, 07:30:31 pm »
Mmm i like programs that use SMC for highscores ^^ It makes the appvar space less cluttered
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TI Z80 / Re: Calcalca« on: June 10, 2010, 06:33:51 pm »
Yeah its Basic, and pretty fast if i do say so myself. Here are the programs, run Calc to run the program. Syntax is very loose, but there are no lowercase, since i thought that it would be more hassle than its worth to type them in, plus when the program is compiled into a single program, it means that there will be only a single program (about 1000 bytes). These next aexpressions are all legal:
5M TO CM 5M TO CM 5 M TO CM 5(M) TO CM It currently supports these units, although adding more is trivial: Code: [Select] Meters (m) The program is also written so that adding extra units does not impact speed very much at all. It does have some load time at startup though. I wanted to keep size at a minimum so it precalculates a lot of data. EDIT: Also note that i dont do any unit checking so it lets you do silly things like convert feet to seconds 4035
Gaming Discussion / Re: Nintendo 3DS« on: June 10, 2010, 04:35:28 pm »
Actually i heard that it uses a method call ed 3D face tracking. It tracks your face in 3D coordinates and then displays an image onto the screen specific to the user so that it looks and appears 3D. This is usefull because then you can look around things ect Which cannot be achieved in other methods such as the stereoscopic eye tricks
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