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Messages - Builderboy
Pages: 1 ... 34 35 [36] 37 38 ... 375
526
« on: December 23, 2011, 04:00:11 pm »
Why would it flicker if the user clears and displays the screen themselves? They would be using the same exact routines. Also, displaying the screen twice with two different display routines is going to make flicker itself. In addition, you say you wanted to include the backbuffer routines to improve compatibility, but what if the user wanted a constant greyscale background image? By using your own CLR() routine, they would have to redraw it every frame, whereas if they were given control of clearing and displaying the buffers themselves, they would be able to just keep the image on the backbuffer. Not to mention it would be smaller and faster.
527
« on: December 21, 2011, 11:33:16 pm »
Cos(angle) for the X velocity and Sin(angle) for the Y velocity?
528
« on: December 21, 2011, 03:34:24 pm »
I used to play the clarinet but then I took an arrow to the knee
Yeah me too, I used to play drums all the time, but now I'm in college and I just don't have much time anymore
529
« on: December 21, 2011, 03:26:05 pm »
Mindstorms is one of those things that is simple enough that a child can use it, but complex enough that adults participate with competitions using them!
530
« on: December 21, 2011, 03:25:11 pm »
I'm pleased Zedd made an impact on you ^^ And this project is looking good!
One question though, you included clrDraw() and clrDraw()r in your CLR() routine, even though none of your drawing routines use the backbuffer. Similarly, in your BUF() command (which seems to only update the screen?) you have both DispGraph() and DispGraph()r. This will actually display the screen twice, and a different way each time, which I do believe should cause flicker. The first DispGraph displays normally, so all the text should be black, but the second DispGraph()r is a greyscale display routine, and since the backbuffer is clear, all of your text and graphics will be dithered.
My suggestion in regards to the CLR() and BUF() commands is to let the user take care of when they wan't to update or clear the screen. Most programs are going to include those commands anyway, so there is no reason to put them in a subroutine unless you are executing some custom code to do some special display.
Other than that though, this is looking good! I assume you plan to keep the library in monochrome and not expand it to greyscale?
531
« on: December 20, 2011, 08:30:35 pm »
So you are looking to see if the player can see the enemy or vica verse?
532
« on: December 20, 2011, 04:08:54 pm »
I really really like it May I have your permission to do an electronic remix?
You bet! Just don't charge for it jk
Lols I won't! I'm uploading the video to youtube now ^^ Will edit when it's done EDIT: It's up!
533
« on: December 20, 2011, 03:30:13 pm »
Indeed that is crazy large What is taking up all the space?
534
« on: December 19, 2011, 09:42:54 pm »
I really really like it May I have your permission to do an electronic remix?
535
« on: December 19, 2011, 09:33:12 pm »
I think it generates the number 0 without actually storing it in the program. It basically AND's the previous value of HL with 0, which always results in 0. Similar to how assembly optimizers often do XOR A instead of Ld A,0
536
« on: December 19, 2011, 08:25:34 pm »
If L1 points to your map data, then yes
537
« on: December 19, 2011, 08:22:16 pm »
Like I said, if the only empty tile is tile#0, you would want to check if the tile number is greater than zero to detect a solid tile
538
« on: December 19, 2011, 08:16:41 pm »
You don't need to use L1, as I was saying replace L1 with the pointer to your tilemap data. You could replace L1 with Str01 if that was where your tilemap data was stored.
And if the only empty tile is 0, you would want to check if the tile number is greater than zero if you were checking for a solid tile.
539
« on: December 19, 2011, 07:58:09 pm »
So copy gdb to L1?
L1 is just the pointer to your tilemap data. Replace L1 with the pointer to your tilemap data Do I need masks if I only have a few triangle tiles that will be fully solid?
You only need masks if you want your tiles collision to be anything other than a square I don't understand what N is for.
N signifies the number beyond which all tiles are solid. For example if your first 3 tiles were scenery, and not solid, you would use 3 for N. The routine tests for the tile number, and if it is greater than N, it considers the tile solid. By ordering all of your tiles empty first, followed by solid, you can make this really easy. Do X and Y need to be in r1 and r2?
r1 and r2 are the X and Y onscreen coordinates, measured in pixels from the top left corner of the tilemap. If your coordinates are inflated, you don't want to use the inflated version, but first de-inflate them to get the onscreen pixel coordinates. W is tilemap width (in tiles) right?
Yes
540
« on: December 19, 2011, 07:30:31 pm »
Use virtual pixel tests They function exactly like pixel tests, but return the solidity of a pixel instead of the color
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