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Messages - Builderboy
Pages: 1 ... 295 296 [297] 298 299 ... 375
4441
« on: April 01, 2010, 01:04:37 am »
Ooooh this reminds me of my old 1K pack idea. I had a pack of games that were all under 1K of mem ^^ but i never got enough games for a release. Anyways, this looks really cool, has a great marketing strategy as well. You want i should make a snake game?
4442
« on: April 01, 2010, 01:02:29 am »
Hmmm try putting a pause 200 after the DispGraph just to make sure the sprite isnt being erased real quick like
4443
« on: April 01, 2010, 01:01:00 am »
Yeah compression would be a great thing to add into axe, but i wonder... different algorithms work best on different sets of data, i wonder how/if axe would chose different algorithms? Then again it could always be up to the user to decide on one, or to write there own. Hmmm its an interesting subject, i will have to think more on it...
4444
« on: April 01, 2010, 12:58:26 am »
this is ridiculous, will 1and1 stop hosting the site if you try to put them back up? I dont recommend we put them back up until we know Omnimaga is safe
4445
« on: April 01, 2010, 12:56:25 am »
I wonder how hard sprites will be... I guess you'l have to write your own scaling/clipping routine, but sorting would be easy since you already have a z-buffer from the casting you did ^^
4446
« on: March 30, 2010, 08:23:34 pm »
yay your back Ztrumpet! DJ is right, you are a great contribution to the community, and a great friend
4447
« on: March 30, 2010, 08:19:14 pm »
Heh, Dj what you just did is RLE
4448
« on: March 30, 2010, 08:01:06 pm »
Hmmmm i think i see what is going on, the compiler is very smart, and can see that you are not modifying timer inside the loop, so it assumes that the timer cannot change, and so only checks it once? Crazyness...
4449
« on: March 26, 2010, 08:04:27 pm »
Haha or maybe just use some paint Or take off all the stickers so its always solved :O
4450
« on: March 26, 2010, 08:00:20 pm »
Mmm could you multiply the height of the section by .03125? Would that be faster than dividing by 32? This way there wouldnt be any extra calculations for taller columns, only the overhead of drawing the pixels.
4451
« on: March 26, 2010, 07:37:25 pm »
Mmmm yeah i didnt mean code, i just wanted some eye candy Cant wait!
4452
« on: March 26, 2010, 07:33:37 pm »
puǝ puǝ (ɐ)sןǝxıdʍɐɹp (ʇuǝɯbǝs ɟo ʇɥbıǝɥ)ɹoɟ ɐ>-ɹoןoɔɔןɐɔ (13 oʇ 0)ɹoɟ
:buıʞuıɥʇ ɯ,ı ʇɐɥʍ ɹoɟ ǝpoɔopns ǝɯos ǝʞıן
o˙o sןǝxıd ǝɹoɯ oʇ buıʍɐɹp ǝɹɐ noʎ ǝsnɐɔǝq ʎןǝɹǝɯ ssoן pǝǝds ǝɥʇ sı ɹo ¿ǝɹnʇxǝʇ ǝɥʇ ɟo uoıʇɔǝs ɥɔɐǝ ɹoɟ ǝuo ¿sǝɯıʇ 23 ʎןuo uɯnןoɔ ɥɔɐǝ ɹoɟ ǝɹnʇxǝʇ ǝɥʇ pǝʇɐןnɔןɐɔ noʎ ɟı dןǝɥ ʇı pןnoʍ
4453
« on: March 26, 2010, 07:28:52 pm »
Yeah and its looking very nice! I'm really eager to see the movement code you have come up with ^^
4454
« on: March 26, 2010, 07:27:37 pm »
Ouch, but all you have to do to solve it is to put the stickers back on
4455
« on: March 26, 2010, 07:25:17 pm »
How many divisions are you doing per column? Would it help to change them to bit shifts, since your dividing by 32?
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