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Messages - Builderboy

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5311
Computer Programming / Re: Rigid Body Dynamics
« 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
Serenity / Re: Serenity
« 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
Humour and Jokes / Re: 666
« 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
Computer Programming / Re: Rigid Body Dynamics
« 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 :P

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
Miscellaneous / Re: Post your desktop
« 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
Serenity / Re: Serenity
« 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
TI Z80 / Re: the Tale of Lost Map
« on: October 01, 2009, 12:49:33 am »
;D Yay!  Can't wait to see them!

5318
ASM / Re: Programming help
« 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

Code: [Select]
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.php
It will take in and display your program, and even try to optimize it in some cases.

5319
TI Z80 / Re: the Tale of Lost Map
« 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 :P

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 :P

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
Humour and Jokes / Re: Super cool video
« on: September 29, 2009, 11:36:46 pm »
Hehe, The error means you failed :P

5321
Humour and Jokes / Re: Super cool video
« on: September 29, 2009, 07:03:39 pm »
lol, have any of you by chance taken the fools test?

http://www.brainbashers.com/fool.asp

or perhaps the intelligence test?

http://www.brainbashers.com/iqtest.asp

5322
Introduce Yourself! / Re: hi
« on: September 29, 2009, 06:59:46 pm »
Welcome welcome welcome!  Glad to see you here ;D

5323
Computer Programming / Re: Rigid Body Dynamics
« on: September 29, 2009, 12:29:19 am »
:D I'v been working on getting objects to interect, but I'm taking abreak to work on Serenity some more.

5324
TI Z80 / Re: Metroid: Return to Maridia
« 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
TI-Boy SE - Game Boy Emulator For TI-83+SE/84 / Re: TI-Boy SE
« 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 XD

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