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Messages - Builderboy

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5221
Computer Projects and Ideas / Re: The Darkness
« on: November 07, 2009, 12:26:40 am »
Wow, thats fantastic!  Although I'm not sure the new engine will be as forgiving, it now supports object rotation and so will be able to support a lot less objects (still a fair amount though, and not all will need rotation).

So now I need to work rigging the character and getting his movements all nice and smooth :)

5222
F-Zero 83+ / Re: F-Zero Progress Thread
« on: November 06, 2009, 11:54:46 pm »
Wow, looking good!

Out of curiosity, how are you doing rank detection?  I was only able to do a kind of hacky way in my racer, and it only knew when you crossed the finish line.

5223
TI-BASIC / Re: String to Number... ONE Number.
« on: November 06, 2009, 06:54:49 pm »
I'm assuming the E represents the little Scientific notation E?

You could simplify to 10^(2X) or something of the like

5224
TI-BASIC / Re: String to Number... ONE Number.
« on: November 06, 2009, 05:43:18 pm »
Well let me first put this out.  The calculator only stores 14 digits, and each digit can range from 0 to 9.  That is 10^14 states.  That many states can only hold nine 26 state characters.  Meaning the largest word you can compress will be 5 letters or less.  And that is with fantastic compression that would probably involve changing of bases XD

This is the way I would do it, which would be 7 characters per number:

If you have a number, with 14 digits, it looks like this
##############

And any character can be represented by a 2 digit number 00-25.  So divide up the digits
##|##|##|##|##|##|##

Where each set of digits converts to a character in a string.  This method gives you a fair 77% of the possible information able to be stored in a single number though.  But you can do any character from 0-99, so that is a bonus.

5225
Humour and Jokes / Re: OMG
« on: November 06, 2009, 05:35:09 pm »
it wouldn't have worked

5226
TI-BASIC / Re: String to Number... ONE Number.
« on: November 06, 2009, 03:06:31 pm »
Actualy its 14 digits.  The calculator only displays 8 tho

5227
TI-BASIC / Re: String to Number... ONE Number.
« on: November 06, 2009, 10:53:04 am »
Well for now I am going to point out where you are going wrong, but I'll leave the rest up to you (unless you insist you really need help :P)  Lets say the word is AB.  So 2^1 + 2^2 = 2+4 = 6.  Yay! But since we are adding two numbers into the same digit, we can't know if it is 2+4 or 4+2.  The problem here is that new Characters ovewrite and change previous digits, and that needs to not happen :)

5228
Computer Projects and Ideas / Re: The Darkness
« on: November 05, 2009, 07:37:11 pm »
Thanks ^^ I have a task ahead of me though, because i need to rewrite the shadow engine x.x

5229
Computer Projects and Ideas / Re: The Darkness
« on: November 05, 2009, 07:16:56 pm »
Wow, nice!  Thats a lot of objects O.O.  How much lag was it getting?

I didn't know about that game!  It looks really cool, and has kinda the same concept as this game is going to have.  Altough I think this one is going to have a lot more action and such :)   (and be faster, i heard that game was slow x.x)

5230
Miscellaneous / Re: Guess who's back.
« on: November 05, 2009, 07:14:57 pm »
Hooray!  Glad to have you back! :)

5231
Computer Projects and Ideas / The Darkness
« on: November 05, 2009, 12:57:42 pm »
So a contest has just started in a java community I am a part of, and I am planning to submit to it :)  The due date is December 4th, so I have a little under a month to complete my game.  I have already begun the engine and storyline, and some of the early releases can be seen Here:
http://greenfootgallery.org/scenarios/1035

The game will have a unique aspect involving realistically casted shadows, which will make up the a large part of the gameplay.  The engine also sports a tilemapper to create large worlds.  The characters and enemies will be driven by a bone based armature system which will allow characters to be composed of multiple limbs and objects.  The objects can be connected via parenting and childing of objects, and parents rotation effects the childs.  The demo scenario for this can be seen here:
http://greenfootgallery.org/scenarios/1034

The game is going to be a very dark game, with environmental overtones to fit in with the theme of the contest.  I am going to keep in storyline until me and my fellow designer solidify the plot.

Unfortunately, the object system I have built into the shadow engine does not support rotation, which is imperative for the armature system to work, so i will need to do a complete rewrite of the object-shadow system and possible use the new features to expand the tilemapping shadow system as well.
 

5232
TI Z80 / Re: Basic FPS Wolfenstein
« on: November 04, 2009, 10:20:55 am »
indeed.  I remember when I made My original xLib Trapped, I had 25 raw matrices that were 12x8 inside my program.  I think the entire program was 13000 bytes or something XD

5233
TI Z80 / Re: New Shift Levels
« on: November 04, 2009, 12:36:48 am »
Hey jsj795, thanks for the levels, their really awesome ;D They look a lot different than all the levels i've seen before too, it adds a nice touch to have such a different type of style :)

5234
TI Z80 / Re: Basic FPS Wolfenstein
« on: November 04, 2009, 12:35:07 am »
Perhaps because when you store them in programs as raw recalled value they take up less space?  I guess they both have their tradeoffs, but they aren't really that different after all :D

5235
Art / Re: Weee! Coloring!
« on: November 04, 2009, 12:31:08 am »
Wow, thats really good!  I'm no good at all with coloring/drawing :P

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