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Messages - Builderboy

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436
Grammer / Re: Grammer Feature Requests
« on: January 31, 2012, 07:00:27 pm »
EDIT: I blame chrome >.<

437
Computer Projects and Ideas / Re: Nightmare
« on: January 30, 2012, 12:45:54 am »
You can PM it :)

438
Axe / Re: Axe Q&A
« on: January 28, 2012, 05:22:02 pm »
writing to a static pointer would be the only way to safely write to your own program data, and that's as simple as, well, writing to the static pointer! ;D Just know that programs don't always get written back.  Homescreen games do not get written back, and Mirage/Doors games only get written back based on a user setting.  Appvars would be my way to go, any reason you don't want to use them?

439
Computer Projects and Ideas / Re: Nightmare
« on: January 28, 2012, 02:30:18 am »
Lol so despite the poll, I decided to save all bullets and no discard the extra ones left over in a half empty clip.  It just felt awkward when you had a clip of 25 bullets and missing 1, and when you reloaded you lost 24.  I am now working on getting all the guns online, as well as getting death working finally.  After I get everything working, finalize the new shadow engine, and put some more flares in the maintenance area I will release a new version.  After that its back to work on more areas!

440
I myself am not a big fan of Calc FPS in general, but I do think the walls look very blocky compared to other raycasters I have seen.  For instance, Runer's Axe raycaster provides a good example of a raycaster that does textured graphics well.  I think with such a limited screen size, scaling up an image is just not an option, since so much of the screens detail is needed in order to present a convincing illusion of 3D, especially when the walls are at a distance.

I think one issue that might be related to the limited 3D effect is actually the chosen textures as well.  The defining portion of a wall in a raycasting environment is its top and bottom edge, which leads me to believe that wall textures in raycasting games should always generally try to keep the tops or bottoms of wall textures a solid color (probably black) to give the user as much clues as possible to determining where the walls actually go. 

In summary, I think the scaling of the original image is what is holding back the graphics.  I understand you did the scaling because you had no desire to rewrite the gemeni graphics routine yourself correct?  I think the enemies have good visibility, although if possible I might suggest including a white mask around them so that it becomes even easier to separate them from the background.

441
Computer Programming / Re: Recursive function
« on: January 27, 2012, 04:20:08 pm »
It returns the 1 to wherever called it.  That location could either be inside the function itself, or somewhere else.  If I call factorial(1), it returns the 1 to me, but if I call factorial(2) it returns the 1 to the first factorial() method.

442
Computer Programming / Re: Recursive function
« on: January 27, 2012, 04:10:21 pm »
I'm not quite sure I understand your question?  When number is 1, the If statement is true and therefore the method simply returns 1.  When the number is not 1, it returns the current number multiplied by the factorial of the next lowest number.

443
Computer Programming / Re: Recursive function
« on: January 27, 2012, 04:03:00 pm »
Lets break it down, lets see what happens when we try factorial(3).  

Code: [Select]
We call factorial(3), and since 3 is larger than 1, it returns 3*factorial(3-1).
but before we get an answer we need to calculate the factorial of 3-1 (2).  Lets do that.

Code: [Select]
we call factorial(2), and since 2 is larger than 1, it returns 2*factorial(2-1).
So now we need to calculate the factorial of 2-1 (1).  This would be

Code: [Select]
We call factorial(1), and since 1 is equal to 1, it returns 1.
So moving backwards, we have:
Code: [Select]
factorial(1) = 1;
factorial(2) = 2*factorial(1) = 2*1;
factorial(3) = 3*factorial(2) = 3*2*factorial(1) = 3*2*1;

Make a bit more sense?  This is the way recursive functions work, they call themselves multiple times with different numbers to get a final answer.

444
Axe / Re: Axe Q&A
« on: January 27, 2012, 03:38:19 pm »
What kind of data are we talking about?  Axe has built in Send() and Get() commands for sending bytes over the link port, but anything that was restricted to only using Port() to send bytes would basically be rewriting those commands.  Why do you need to use the Port command instead of using the Send() and Get() commands? 

Oh and the link port communication works across all Ti83+ through Ti84+SE if I remember correctly.

445
Computer Projects and Ideas / Re: Nightmare
« on: January 26, 2012, 11:08:59 pm »
Can't wait to see it ^^

446
Computer Projects and Ideas / Re: Nightmare
« on: January 26, 2012, 10:51:36 pm »
The creation appears in the middle of a level, and in a select random locations so making a jump to that location would be difficult.  The closest you can get would be to go to L + 0.  And are you guys talking about a second giant creation? O.O We shall see if there is a need for a second :P One might be just enough

447
Computer Projects and Ideas / Re: Nightmare
« on: January 26, 2012, 09:27:33 pm »
Why doesn't this guy just jump out a window?  ;D

Builderboy:  Why don't you add a shirt that glows in the dark?  When you walk under one of those creepy flashing lights, it could charge.  Then, it would slowly (very slowly) fade until you could find another light.  Also, I convinced saintrunner to change the sprite for his creation.  Don't get too attached to the current...  thing.

This hospital is many floors high!  Jumping out of a window would be extremely difficult :P Not to mention not many windows have been encountered so far.  A glowing shirt might work, or at least a very faint glow around the character.  I am also going to add a bunch more flares, I think nobody realized you can break one of the first boxes you see to get an extra flare, and that one turns out to be very useful XD

And I can't wait to see the new sprite for the creation :) Has anybody caught a glimpse of the current one?

i was in the middle of chapter 4 and i accidentally clicked the reset button, and lost the motivation to restart chapter 4 :(
but it was really really fun and scary :o nice game!
You can press L + 0 to jump right to the part where your flashlight dies if that helps :) Glad you are liking it!

448
Computer Projects and Ideas / Re: Nightmare
« on: January 26, 2012, 05:39:23 pm »
Well that's good user info to help me get the number of flares right, seems it is universal that I need to add more flares, so that is what I will do :P

449
Computer Projects and Ideas / Re: Nightmare
« on: January 26, 2012, 05:24:22 pm »
Were you able to pick up a flare?  Your flashlight goes out but there are flares you can grab to be able to see.  And it is in chapter 4, the maintenance area.

450
Computer Projects and Ideas / Re: Nightmare
« on: January 26, 2012, 04:51:31 pm »
Yay poll added ^^ And yeah that what I am thinking.  I'm just wondering if maybe it could add an interesting game element.  Be even more careful with your ammo!

Also did you catch the glimpse of your creation? >:D

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