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Messages - Builderboy
Pages: 1 ... 345 346 [347] 348 349 ... 375
5191
« on: November 21, 2009, 11:03:25 am »
I remembers seeing this as an assembly program "uncle worm" and thinking to myself, this is one of those assembly programs that just can't we converted to basic.
5192
« on: November 19, 2009, 06:27:34 pm »
...and will not hesitate to bring the case in news on the portal if it turned out crispy. Yay google translator! But seriously, TI fails at life I just wonder what all the teachers had to go through to enter the contest, and what will happen next/
5193
« on: November 19, 2009, 06:23:48 pm »
Very awesome! Nice and simple interface with functionality as a preference
5194
« on: November 18, 2009, 11:16:02 pm »
Wow, thats really impressive! Especialy the collision detection with so many directions! Major props to the Trumpet!!
5195
« on: November 17, 2009, 04:50:56 pm »
Thats not an fPart glitch, its a cube root glitch. Try storing the cube root of 64 to a list, and then go and view it in the list editor, it should look like 3.999999999999 or the like. fPart see's this, and due to rounding on the home screen, displayed the decimal part (.99999999) as a 1. There is a way around it by calling round() on the cube root function This effect is also apparent when doing high precision calculations such as Log(6)/Log(2) and can be atributed to round off errors
5196
« on: November 17, 2009, 04:46:41 pm »
There is an interesting relationship between VOB files and MPG files When i rip files off of DVD's that i have burned (That can be played in dvd players) they are VOB files. All i have to do is rename them to MPG files and they work perfectly . I don't know if this will help, but maybe you can get nero to accept them this way?
5197
« on: November 17, 2009, 04:44:22 pm »
That is iquivilent to fPart and yields the same problems, you want to use round(#,8) or something allong those lines.
fPart(round(#,8 should do what you want.
5198
« on: November 16, 2009, 11:21:37 pm »
I have bad news, I can't keep up enough speed to make this run reasonably with the armature class in place. With just 4 or 5 mosters, it starts to lag below 30 FPS, and this is on my new computer. Even with shadows disabled for objects, a new recursive shadow mapper that was twice as efficient, and polygon based shadow mapping, i still couln't get past 8-10 monsters. This destroys the type of gameplay i wanted, where monsters cast shadows, and you can't see beyond walls, and I can find no way to make this work. Even if i did, i don't have enough time before the contest is due. I am going to switch games and work on a different/easier game. This project is dead until i can find out how to make it faster
5199
« on: November 16, 2009, 11:14:23 pm »
Your wish is my command I have been really busy because of the band season nearing its close, and we have been going to competitions, but it drawing to a close, so moar updates soon! I need to finish this contest tho before i do anything else
5200
« on: November 16, 2009, 10:36:16 pm »
Oh god, that would be horrible And then you would have to deal with all the little errors you would invariably introduce
5201
« on: November 16, 2009, 07:13:18 pm »
Wow, that sux. X.x
i heard it has some more advanced manipulations tho.
5202
« on: November 16, 2009, 01:23:02 am »
while (1) { } you.GiveUp(); you.LetDown(); around.Run() && you.Desert(); you.MakeCry(); goodbye.Say(); lie.Tell() && you.Hurt();
5203
« on: November 16, 2009, 01:07:26 am »
Oh my god...
They have finally figured out how to factor large prime numbers!!! YES!!!!!
5204
« on: November 12, 2009, 10:22:34 am »
(altough I'm sure Builderboy could maybe improve that)
You are too kind, I think you did a fabulous job I myself use the Lbl subroutine jumping thing. Although usually i will permit myself 1 subprogram if i need to.
5205
« on: November 12, 2009, 10:16:18 am »
This is a great game Congratulations again for making such an awesome game
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