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Messages - Builderboy
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706
« on: November 25, 2011, 03:20:41 pm »
Is something wrong with Pt-Change(X,Y,sprite)?
Yeah, else I wouldn't have posted this. The Pt-Change function inverts also white pixels, which isn't desired. My routine only inverts if the background-pixel AND the sprite-pixel are black.
Actually looking at your code, it looks like your routine and Pt-Change() will do exactly the same things. All Pt-Change is, is an XOR sprite display, which is exactly what you wrote
707
« on: November 24, 2011, 12:40:27 am »
Alright so annoyingcalc and FinaleTI are going to test Do either of you have a chat program you use? It would probably be best in order to improve cooperation during the solving of puzzles.
708
« on: November 23, 2011, 10:29:43 pm »
Alright so we have a server and the game is up, so all we need is 1 more player and our testing will be complete!
709
« on: November 23, 2011, 09:08:17 pm »
It is all in the documentation if you want to check it out, it has lots of useful info. The syntax is Fill(Pointer, Length) which takes the value at Pointer and extends it for Length bytes.
710
« on: November 23, 2011, 08:56:34 pm »
Zeros() is not what you want, because that will insert more empty memory into your own program, you want to use the Fill() function.
711
« on: November 23, 2011, 08:48:59 pm »
Use the Fill() function
712
« on: November 23, 2011, 08:29:26 pm »
It's a version of the Painterly Pack I found included in another custom map I downloaded, but it is unfortunately not compatible with the game anymore since I added 1.0.0 blocks, which the texture pack lacks And would you be able to host a server for testing? It is a multiplayer map after all, and my laptop hates minecraft too much to be able to host a game >.< I would have use of a more powerful computer later in the night if that works as well.
713
« on: November 23, 2011, 08:00:37 pm »
I believe it's just filled with random junk
714
« on: November 23, 2011, 07:58:21 pm »
*Bump* I have tied up the ends of the map, put on the finishing touches, and tested the map several times over for any issues or oversights, and it is finally ready for testing of other people ^^ If anybody wants to help test the map, just say so
715
« on: November 23, 2011, 02:38:00 pm »
You can press space to spawn units in the unit tester program. And yeah even if you had 4 zerglings per tile, you could also have it so that there were 4 types of tiles, 1 with 4 zerglings, 1 with 3 zerglings, 1 with 2 zerglings, and 1 with 1 zergling, that way it could still work a little bit but still be fast.
716
« on: November 23, 2011, 01:55:12 pm »
You could always store it to a seperate var to save typing time, but I see what you mean
717
« on: November 23, 2011, 01:52:25 pm »
You can use those with arbitrary buffers as well
718
« on: November 23, 2011, 01:24:52 pm »
Would it be possible to do something like #RealLoc() for the buffer? (meaning, instead of always defaulting to L6 you could have it default to, say, a 768-byte appvar)
We have DispGraph(Buffer) so there really wouldn't be much point of being able to modify the DispGraph command.
719
« on: November 22, 2011, 10:35:06 pm »
It's not always the same though. If you Copy(L1,L1+1,100), it will first copy L1 into L1+1, and then L1+1 into L1+2, effectively filling L1 to L1+100 with the first element, instead of shifting.
720
« on: November 22, 2011, 10:08:57 pm »
I'm thinking I might make the random system a bit less random so it can't give you a bunch of 1 color in a row, because it's just unfair when that happens
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