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Messages - Builderboy

Pages: 1 ... 52 53 [54] 55 56 ... 375
796
Portal X / Re: Portal X
« on: November 03, 2011, 02:42:43 am »
That is a really old version :P That doesn't work anymore. 

797
Axe / Re: Array help
« on: November 03, 2011, 02:41:03 am »
Even more optimized is to offset your entire array so it starts at the next byte. :D

798
The Axe Parser Project / Re: Features Wishlist
« on: November 02, 2011, 07:46:29 pm »
I think Axe needs trig functions because if I had to say: calculate and simulate the trajectory of an object, it would take a lot more memory to program each function and its values.

You don't need much Trig at all to compute the trajectory of an object, and Axe already has Sin and Cos, which should be more than enough :)

799
TI Z80 / Re: Parallex
« on: November 01, 2011, 10:18:12 pm »
Yeah converting to 4x4 increases the number of sprites by 4 D:

800
Computer Projects and Ideas / Re: Fluid simulation in Game Maker
« on: November 01, 2011, 08:48:01 pm »
Here it is DJ http://ourl.ca/4279/169816 :D It's part of the physics lessons tutorials.  And nice implementation!  It seems you stumbled upon the same set of rules that I used! ^^

801
TI Z80 / Re: Shyne - A New Approach To Text Editing
« on: November 01, 2011, 06:56:45 pm »
Ah gotcha, so this program is just for viewing code/documents in a more readable way?  Or is it not meant for programs and just specifically for documents? 

802
TI Z80 / Re: Shyne - A New Approach To Text Editing
« on: November 01, 2011, 06:36:52 pm »
So it sounds like Shyne is not an editor at all, since it can't modify the programs?  It is more like a text viewer?

803
TI Z80 / Re: Parallex
« on: November 01, 2011, 05:13:56 pm »
And now that it is faster, you have the power to slow it down to whatever speed you want :)

804
TI Z80 / Re: Parallex
« on: October 31, 2011, 07:35:53 pm »
Hmmm what other types of things are you doing graphically that might be CPU intensive?

805
TI Z80 / Re: Parallex
« on: October 31, 2011, 06:39:22 pm »
What kind of methods are you using for collision detection?  It seems the best way to improve speed would not be to increase the movement speed, but decrease the amount of time taken to calculate each frame, which right now seems to be fairly slow.

806
Miscellaneous / Re: Happy Halloween!!!
« on: October 31, 2011, 05:55:33 pm »
I'm staying home with my friends, we are decorating my house with gratuitous amounts of decorations, and scaring trick'r' treaters >:D

807
Axe / Re: Mario?
« on: October 31, 2011, 02:21:56 pm »
That method works excellent as long as your person is never larger than the tiles he is colliding with ^^ That's what I have used on many of my games, as well as my Zedd Physics Library, so it's a very well used method :)

808
TI Z80 / Re: Text compression for AXE programs
« on: October 31, 2011, 02:20:25 pm »
a,b, and c are two byte tokens on-calc. They aren't represented the same as normal ASCII.

Yes they are, because we are talking about character codes, not tokens.  The ASCII chart that the calc uses has 256 characters that are each 1 space long.  Each can be referenced by a single byte number, using the Axe command >Char. 

809
TI Z80 / Re: Zedd Physics Library (BETA)
« on: October 31, 2011, 03:33:25 am »
Yeah it's detecting if an object has a possibility of an object collision.  If an object is colliding with the tilemap and has a velocity that is not along the axis of the wall, it will not search for object collisions for that specific objects.  Just a small speedup thing :)

810
TI Z80 / Re: Zedd Physics Library (BETA)
« on: October 30, 2011, 09:22:58 pm »
Huh, it does look like I forgot to include SimZ in the commands index o.O Strange... Is that the only one you found or were there more?

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