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Messages - Builderboy
Pages: 1 ... 353 354 [355] 356 357 ... 375
5311
« on: October 02, 2009, 10:20:47 am »
Hmmm, thats interesting... What are your hardware specs?
I added a feature that allows you to change the framerate and simulation speed. When changing the framerate, it will take more time to do the same operations each fram, and when changing the speed, it will do less calculations each frame, but the framerate should stay the same.
Press F to switch between 3 framerates Press S to switch between 3 Speeds
5312
« on: October 02, 2009, 12:54:09 am »
Well, yeah, thats what i'm already doing. What I'm debating is whether or not to do the same thing across saves and quits. IT would take up a lot more space, and might be unnecessary.
5313
« on: October 01, 2009, 11:10:46 pm »
The Devil himself is trying to sell you MiRC!! Don't succumb to his lies DJ!
5314
« on: October 01, 2009, 06:03:15 pm »
Update! http://greenfootgallery.org/scenarios/925 ! I have been working off and on, bit I've finally managed to get Object collisions working! Currently there are 3 mode for playing around with the 2 boxes. 1)Box: Allows you to drag a single box with a rubber band attached to a corner 2)Drag: You can drag around boxes and throw them. My favorite, but make sure not to crush the other boxes!! 3)Dice: Attaches rubber bands to both Boxes so you can hang them over your dashboard Drag is currently the most glitchy, but only if you try to throw the boxes really fast at each other or crush them against the walls. They all have certain problems as well, so if the simulation freezes, press Q and then press Restart.
5315
« on: October 01, 2009, 05:55:32 pm »
I had to get a new Desktop because I got a new computer and the resolution is way higher than my old desktop
5316
« on: October 01, 2009, 05:49:43 pm »
Alright, so I have been working hard on implementing the event/hint code section. Whenever you enter a room with new features, your character might make a comment on how to use the new objects. And this also can be used for dialogue, ect... I did some revisions of the script, finally gave the Antagonist a name that I liked, and worked on save files. I'm debated whether or not to include hinted objects in the save file. In the game, there is a temp list so that you only give hints or comments once, so the user isn't annoyed by constant talking when you enter a room. I'm just not sure if this should carry on if you quit and restart.
5317
« on: October 01, 2009, 12:49:33 am »
Yay! Can't wait to see them!
5318
« on: October 01, 2009, 12:20:14 am »
Hi Indubitably (coolest word ever ^^) and welcome to the site! The problem you are describing is called a memory leak. when you enter a while loop, the calculator needs to remember that it has entered the while loop, so it will know what to do when it gets to the End. So what it does is set aside a small pice of memory coresponding to that while loop. When the program exits the while loop, the calculator is able to get rid of that memory, and everything works great. The problem arises when you have code like this While x=0 If A Goto B End
Lbl B
When you Goto out of the loop, the calculator is never able to reach the End it needs to in order to get rid of that memory. As a result, you have this chunk of memory that is never going to be free. If you continue doing this over and over again, eventually the program is going to get very slow, and eventually crash when the calculator runs out of memory. I see that you use a lot of Goto's in your program, and while that is not a bad thing, it is very important that you don't Goto out of a Loop, as this causes memory errors, slowdowns, and crashes By the way, if you want to convert your program to text, you can use this web program called sourcoder http://www.cemetech.net/projects/basicelite/sourcecoder2.phpIt will take in and display your program, and even try to optimize it in some cases.
5319
« on: October 01, 2009, 12:09:29 am »
Just some ideas, I really don't program these types of games, so they're just Ideas Fire Low Mana cost Standard fire attack Low accuracy but high damage PoisonDart No Mana cost Has small damage, but poisons your opponent so he is weaker/slower the next turn Ice Medium Mana cost Standard Ice attack High accuracy but lower damage Flood Medium Mana cost Does no damage, but prevents oponnent from casting fire elements, and slows him down. Cure Medium Mana cost Self explanitory Whirlwind Low Mana cost Standard wind attack Medium damage and accuracy DracoFire ^^ High Mana cost Higher level version of fire has vastly larger damage and a little higher accuracy Blizzard High Mana cost Higher level of Ice Has Higher accuracy, and a little higher damage AuraWave High Mana cost 100% accuracy, medium damage prevents opponent form casting any aura-based attacks next turn LightBeam Very high Mana cost Low accuracy but high damage Stuns opponent so you get another turn. PowerBlast Very high Mana cost Medium accuracy with high damage
5320
« on: September 29, 2009, 11:36:46 pm »
Hehe, The error means you failed
5322
« on: September 29, 2009, 06:59:46 pm »
Welcome welcome welcome! Glad to see you here
5323
« on: September 29, 2009, 12:29:19 am »
I'v been working on getting objects to interect, but I'm taking abreak to work on Serenity some more.
5324
« on: September 28, 2009, 10:10:15 am »
Yeah, if the object was restricted to 8x8 movement, it would be a lot faster. 1: because you are moving 2wice as far every frame, and 2: because you are doing half as many collision detections. But like TsukasaZX said, this is 83+ version, not SE.
5325
« on: September 28, 2009, 10:03:51 am »
I don't have an adapter, but I used a double sided audio jack and some alligator clips to connect it to my headphones and I got very good quality. So if you have alligator clips you can at least try out sound, although its not very permanent
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