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Messages - Builderboy
Pages: 1 ... 270 271 [272] 273 274 ... 375
4066
« on: June 03, 2010, 05:58:44 pm »
If you want to actualy change the sprite data itself, you could run this:
For(F,0,15 {Pic0+F} xor 255->{Pic0+F} End and then the sprite will stay inverted forever after.
4067
« on: June 03, 2010, 05:53:43 pm »
Thats what im talking about, if i reset ram and go back into axe, the lowercase option is reset back to normal
4068
« on: June 02, 2010, 03:42:30 am »
That's what I thought. So yes, you can use that optimization. So you can do things like 2->{1->{L6}+1} but the code can get pretty crazy looking really fast.
so this is changed after all?
4069
« on: June 02, 2010, 01:14:47 am »
ah i see, thanks for clarifying
4070
« on: June 02, 2010, 01:08:22 am »
I dont think the routine is copied into L1, i think that was for something like a vector table or something? I dont remember, not sure if its right
4071
« on: June 02, 2010, 12:51:53 am »
There doesnt seem to be any documentation on them o.O for now all i can see is use with the Stop command Also that 3D game kicks Ass
4072
« on: June 02, 2010, 12:02:49 am »
you want not(min(L1=L2 and i belive max(L1=/=L2 is faster but i did not test it
4073
« on: June 01, 2010, 11:27:41 pm »
Mmm you want to see if two lists are exactly equal you mean?
4074
« on: June 01, 2010, 11:20:23 pm »
Not much has been worked on in regards to zedd right now, i have been (ans still am) very busy with school and finals. School will be totaly out in about 1.5 weeks so yay As for how the engine manipulation is going to work, it will have a bunch of usefull subs that you can access with arguments, and also return values. Here are some that i am thinking about GetPosition returns the current position of the object (upper left corner) in: N - index out: A - X position B - Y position
GetSize returns the height and width of the object (currently locked at 8x8) in: N - index out: A - width B - height
GetVelocity returns the current velocity of the object in: N - index out: C - X velocity D - Y velocity
GetFriction returns the amount of friction the object experiences when sliding in: N - index out: E - object friciton
SetPosition change the current position of the object (does not account for collision errors) in: N - index A - X position B - Y position
ApplyForce applies a force on the object with a given direction in: N - index C - X force D - Y force
Move moves an object a given distance (does not account for collision errors) in: N - index A - x distance B - y distance
SetFriction sets the amount of friction an object experiences in: N - index E - friction
Collision tests if there is a collision between 2 objects in: N - index 1 O - index 2 out: A - 1:true 0:false
CollisionAny tests if a given object is colliding with any objects in: N - index out: A - 1:true 0:false
Note that you cant change size, as this would cause bad game errors on most occasions. I might include some routines that check for safety, but it would be a tad bit slow, checking against all other objects. We shall see.
4075
« on: June 01, 2010, 10:57:59 pm »
Mmm thats a more intuitive way DJ Yeah with mine, you dont actualy get to store the actual sprite anywhere its all just messed up masks
4076
« on: June 01, 2010, 10:53:51 pm »
Heh ive gotten to the point where when i want the sub() command, i go to the catalouge and press T, because sub() is closer to the beginning of T than the beginning of S
4077
« on: June 01, 2010, 10:52:11 pm »
It would seem that the lowercase option is not saved? I turn lowercase on, exit, ram clear, go back, and it is changed back to normal :O isnt the appvar archived?
4078
« on: June 01, 2010, 10:50:06 pm »
You have two sprites to make the final image, the transparency mask and the sprite mask we'll say. The transparency mask is black where the image is solid and white where it is transparent. The sprite mask is Black where the sprite is white (counterintuitive i know, thats why i want ANDing) a,d white where it is anything else. To display, you OR the transparency mask, then XOR the sprite mask.
4080
« on: May 31, 2010, 12:57:30 am »
Hah, wow if that isnt spaghetti code i dont know what it I was jumping around with the find button to see if any of the Lbls called eachother in a loop or something. Sometimes i was jumping around for 8 or more Lbls before i got to an end
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