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Messages - Builderboy
Pages: 1 ... 289 290 [291] 292 293 ... 375
4351
« on: April 15, 2010, 02:03:51 pm »
If you are stuck with 8x8 (and it depends on what type of game you are making) you probably would not end up using the full area of the sprite, just so you can keep the correct proportions of your character. Like make it a 4x8 image but on an 8x8 sprite. This for Army or somthing else?
4352
« on: April 15, 2010, 01:59:45 pm »
Nice! Community 9001 : TI 0
4353
« on: April 15, 2010, 01:59:00 pm »
Bwang how are you managing the clipping for the sprites? Do you have a full z buffer or what?
4354
« on: April 14, 2010, 02:34:33 pm »
Tetris, its a fun coding challenge, to exercise the brain and keep my basic skills up to par
4355
« on: April 14, 2010, 02:10:11 pm »
Woot so i already have the entire engine finished, what was the dimnensions that you required? Traditional 10 wide and about 15 hight?
4356
« on: April 13, 2010, 09:45:51 pm »
Sure i'll take you up on this
4357
« on: April 13, 2010, 09:01:14 pm »
I am for mandatory headers for people with many programs in your program menu, it would be a way to sort through them and have a cleaner list. And i am against using the traditional :String header because then regular Basic MirageOS will show up in the Axe menu, and it could confuse some users. EDIT: Ninja'd by Will_W with a good point EDIT2: Ninja'd by Quigibo EDIT3: Thanks again Builderboy for the Logo. I didn't end up using the whole thing, just the picture of the Axe, but it looks great.
Thanks ^^
4358
« on: April 13, 2010, 01:36:31 am »
Because boxes will only be 2x2 and the character is 5x5. For boxes i also might be able to get away with some little cheats, since it is so small, and only do 1 collision per side. Thanks for the optimizations! Even though the division is still there, the boolean logic was a bit help, i think i see what you did so i will try to extend this to different portions
4359
« on: April 12, 2010, 10:30:16 pm »
By directions do you mean collision calls? There needs to be 10 collision calls per frame for the main character (5 pixels per side across 2 sides) and probably 2 or 4 for boxes, a single for plasma balls. What do you mean by saving the cycles?
4360
« on: April 12, 2010, 07:43:08 pm »
I also got it on my Ti84+ SE. And i DO have the extra RAM pages, so it cant be that.
4361
« on: April 12, 2010, 06:35:22 pm »
Is this intentional? 5->{L1}->A Now A does not hold 5, but rather the address of L1. This just caused me a horrible debugging session until i figured it out
4362
« on: April 12, 2010, 05:56:16 pm »
Correct me if i am wrong, does yours work by finding the highest element, then the next highest, and so on?
4363
« on: April 12, 2010, 05:53:38 pm »
Hmmmm but then it becomes tricky to move any object by a single pixel, since your coordinate plane is not evenly divided. I think i have a way to make it work however by storing the tile data in a different way. It will take up a tiny bit more memory, but it should not be too bad.
EDIT: Okay 4x4 tiles is officialy not going to work. After a quick conversion i realized that while the tiles are smaller, it actually leaves me less room to make maps, since corridor would need to be 2 tiles wide (since the character is 5 pixels wide, and it will not be changed). SO that means that i will try to use Calc84's option, but i will have to write a separate collision sub for the portal gun, which needs to be able to move pixel by pixel. With so many more objects being added, such as boxes, plasma balls, and other collision things, there is going to be a lot of collision, and therefore it needs to be as fast as possible.
4364
« on: April 12, 2010, 05:31:07 pm »
Yeah i was working on a physics library in Axe a while back, and the collisions are murder. Since evry object needs to collide with every other object, you get nested for loops and it gets slow pretty quickly. That is unless yo implement some alternative collision routine such as buffer driven, but then you lose a buffer and thats no fun keep at it tho!
4365
« on: April 12, 2010, 03:28:21 pm »
Well, that piece of code that Quigibo posted is the heart of my tilemap detection. It takes a coordinate on screen and finds the tile that it resides in. Since its used in collision code, that means its called many times each frame, and all with unique values.
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