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Messages - Builderboy
Pages: 1 ... 367 368 [369] 370 371 ... 375
5521
« on: July 08, 2009, 07:45:52 pm »
well its a dead link...
And a happy happy birthday! May all your woes be forgotten!
5522
« on: July 03, 2009, 09:00:30 pm »
Glass of milk 30 min before you go to bed. I have a little sleeping problem, and while this sounds a bit young, it works every time something to do with sugars and stuff...
5523
« on: June 29, 2009, 06:52:25 pm »
Same here. I'm using Firefox, and all I get is a 0, and when i put my mouse over it, it gives a ?, and then says 'The current Score of this Post' EDIT: Tried IE and got the same thing
5524
« on: June 25, 2009, 06:18:52 pm »
But where do you draw the line? Where's the border? If you can do radio text, why not fill the screen? If you can fill the screen, why not fill only part of the screen? Since that's basically rectangle filling, can we extend it to drawing the border? How about a simple sprite drawing routine? How about advanced key input, that's pretty simple.
See what I mean? Its difficult to draw the line between basic hex codes, and all out assembly programing. As it is, BASIC programing actualy means using the TI-BASIC language, which excludes all assembly, hex codes or not. As soon as you do something like turn off the run indicator, you are already 1 up on regular BASIC
5525
« on: June 25, 2009, 05:30:53 pm »
So lets say I re-created Super-Maro ( http://www.ticalc.org/archives/files/fileinfo/174/17452.html) in regular uncompiled Hex, would that really be fair to regular BASIC programers? HEX is no different from the assembly you write on the computer, and in fact, there are plenty of programs that enable you to write assembly programs on your calculator!
5526
« on: June 24, 2009, 03:29:52 pm »
Its weird with mine, because there is only 1 getkey per iteration of the loop. but you can press 2nd (jump) then right and immediately go diagonally right-up. And if you hit a ceiling, you don't stick there until your jump runs out, instead you immediately start falling, just like you had reached the top of your jump.
5527
« on: June 24, 2009, 03:16:41 pm »
Yeah, i noticed that most of these types of tiles have the futuristic look, but not the kind of sleek futuristic look sometimes seen in movies. This is the first platformer I've ever worked on, and it was quite difficult to get the physics working.
It supports collision and non collision tiles, and realistic-ish gravity. When you jump right, it looks like this:
-----X-X----- ---X-----X--- -X---------X-
in a kind of parabola-esq motion.
5528
« on: June 24, 2009, 01:47:21 pm »
Nope, i just liked the name. (And you might find some of the characters share names ) but it really has little correlation.
5529
« on: June 24, 2009, 01:35:04 pm »
Yeah, it uses 1 layer of full sized ASCII, and then another layer that is shifted over 1 pixel. This gives tiles that are 6 pixels wide, and connected to tiles next to it. The rows are also spaced 7 pixels apart so you get fluid graphics in all 4 directions! Plus you get even more possible tiles because the order of the 2 characters used to make a tile matters.
So loading is fast! Yay!
5530
« on: June 24, 2009, 12:59:14 pm »
I like better
5531
« on: June 24, 2009, 12:57:21 pm »
100% Basic
5532
« on: June 24, 2009, 12:48:08 pm »
5533
« on: June 20, 2009, 08:37:27 pm »
YAY! Thank you so much! it works perfectly!
5534
« on: June 20, 2009, 07:55:18 pm »
The line is represented as a unit vector (a,b,c) starting at (0,0,0) and the Sphere is represented as having a center at (x,y,z) and a radius of r
5535
« on: June 20, 2009, 07:48:03 pm »
I am stuck. really really stuck, and for some reason Google will not yield any useful results. Does anybody know the formula for detecting a collision between a line and a sphere in 3D space?
Thankz
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