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Messages - Builderboy

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466
Computer Projects and Ideas / Re: Nightmare
« on: January 20, 2012, 08:20:59 pm »
I'm glad that part made you jump thydowulays!  How far did you get into the game?  Any other memorable moments.  And can't wait for you to try it Art_of_camelot! :D

467
Computer Projects and Ideas / Re: Nightmare
« on: January 19, 2012, 11:54:08 pm »
Update! :D I added 3 whole new areas!  For those of you who have been playing, press L and 8 to jump to the most recently added area!  I've been adding some really neat shadow effects, and some of the new areas really use the scripting engine to it's fullest.  Greenfoot is in the middle of adding some persistent data support, so soon people with Greenfoot accounts will be able to save their progress ^^

Linky!

468
Gaming Discussion / Re: Starcraft II OP!
« on: January 19, 2012, 10:19:54 pm »
That's nothing!





:trollface:

469
Axe / Re: Flames tutorial
« on: January 18, 2012, 09:39:40 pm »
The very beginning is very interesting, as there are some patterns that emerge in the smoke.  Perhaps due to patterns in the RNG?

470
Axe / Re: Flames tutorial
« on: January 18, 2012, 08:23:37 pm »
Hmm could you post the source?  I'm no Grammer expert but I will take a look ^^

471
Axe / Re: Flames tutorial
« on: January 18, 2012, 06:11:25 pm »
Do you do the flame masking in the same way?  In my code each pixel only has a 1/8 chance of death alive each frame

472
Axe / Re: Flames tutorial
« on: January 18, 2012, 06:06:30 pm »
Nice!  It seems to be using slightly different rules, as the fire isn't as prolific, how are you going about it?

473
Axe / Re: Flames tutorial
« on: January 18, 2012, 05:52:26 pm »
Thanks :D It's one of my simplest tutorials, but still by far one of the most popular, probably because of the high results/effort ratio XD

474
Miscellaneous / Re: Rube Goldberg Machines
« on: January 18, 2012, 03:47:02 pm »
Cog has been one of my favorite rube golberg machines for a long time ^^

475
Other / Re: Knex Ball Machine Catastropha
« on: January 18, 2012, 03:20:14 pm »
So I should put aside about $700 dollars to buy the pieces here in the US.
ALL of the pieces? O.O

This is a really awesome ball machine! :D I've only ever built 1 ball machine out of K'nex and it only had 2 paths, each with only 1 feature XD I loved all the different paths and lifts you used, it must have taken you forever! 

476
Other Calculators / Re: Your calc programming history timeline
« on: January 18, 2012, 03:17:19 pm »
May 2008: Vortex
September 2008: Portal
November 2008: Six Differences
November 2008: Spider
June 2009: Peggle
June 2009: Tetris (BBC Basic)
August 2009: Breakout (BBC Basic)
August 2009: Serenity (Unreleased)
October 2009: Shift
November 2009: Water Works
Dec 2010: Factory
Dec 2010: LightBot
Dec 2010: Orbix
January 2010: Castle Storm II (Demo)
October 2010: Nightmare (Unreleased, in production)
March 2010: Portal Prelude (Unreleased)
May 2010: Trapped
August 2010: Xonix (Canceled)
May 2011: ChainFire
May 2011: Detonation (Canceled)
September 2011: Zedd Physics Library (BETA)

477
TI Z80 / Re: YAZP (Yet Another Zedd Platformer)
« on: January 18, 2012, 02:24:08 pm »
does zedd really make these things that easy?
I like to think so!  Everything in Zedd is made with the goal of super ease of use.  You never have to mess with memory locations or object lists if you don't want to, as Zedd provides handy subroutines that you can use to interface with your program.  For instance, the source for this demo program:

Is only a little over 100 lines of code, with a good portion of that just being the controls.  Zedd has built in compatibility with external libraries, which is where the fancy rope and water physics are coming from.  You should give it a try!  Zedd is still in the Beta stage, but it's still really easy to set up a simulation :)

does it only work for single screen games, or could it be applied to something with scrolling backgrounds?
Currently the only built in way Zedd handles worlds is with a static non scrolling background, but it could be easily modified to accommodate a scrolling background with some minor changes.  The thing to note however is that since the objects use x256 precision, they have a maximum of 256 pixels of movement until they loop back to the other side.  That is about 2.6 screens of side to side scrolling with 4 screens of up and down scrolling.  If you want any more scrolling than that, you can try modifying Zedd to use a lower precision, but it gets tricky.

will i gain much from looking through the source?
I hope so!  I know leafy went through the source and learned and modified it heavily for use in his Graviter engine.  You may not be able to understand all of it, since it is coded a bit strangely for speed in some places, but it could definitely be a learning experience.  Plus you can always PM me if you want to understand how Zedd works, I'm always happy to help ^^

478
TI Z80 / Re: TinyCraft [Axe]
« on: January 17, 2012, 11:07:49 am »
Lol probably should have given him some context XD Did the conversation go anywhere after that?

479
TI Z80 / Re: YAZP (Yet Another Zedd Platformer)
« on: January 16, 2012, 08:03:04 pm »
Looking pretty awesome!  What kind of restrictions on the gameplay mechanic are there going to be? 

480
TI Z80 / Re: TinyCraft [Axe]
« on: January 16, 2012, 04:23:44 pm »
You should check out the Axe documentation, it has some good info on what  it is and how to use it ^^ There is also a good post by QuigiboHere

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