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Messages - Builderboy
Pages: 1 ... 64 65 [66] 67 68 ... 375
976
« on: October 02, 2011, 10:47:22 pm »
I use 1.0.3, Runer's bugfixed version. I was really hesitant to upgrade from .5.3b, because it was so wonderfully stable, but when Zedd came out, it only works with 1.0.3 and later, so, that compelled me.
Why not use 1.0.5 It's newer and has moar features, and still works with Zedd ^^
977
« on: September 30, 2011, 12:59:16 am »
Isn't that equivalent to If Q:If Blarg:Stuff:End:End? o.O
978
« on: September 29, 2011, 02:27:49 am »
Yay Zedd got featured! Thanks to all the staff at TiCalc for featuring my program! And thanks to all you here for being awesome and supportive ^^
979
« on: September 29, 2011, 02:07:01 am »
This is so much fun!! I see a possible issue if an object is teleported onto another object though
980
« on: September 28, 2011, 04:52:58 pm »
Asm() does *not* actually have write back enabled, because when the program is run, it is copied to a separate location, but never copied back, so you need to force writeback yourself.
MirageOS automatically performs writeback on all unarchived programs, and only does writeback on archived programs if you set the option yourself
981
« on: September 27, 2011, 11:04:41 pm »
That looks pretty epic! Is there any way to alternate the checkerboard pattern of the floor to give a greyscale effect like in Quigibo's mode7 example?
982
« on: September 27, 2011, 11:03:29 pm »
well lets say you have a sprite data: [FFFFFFFFFFFFFFFF]->Pic1 If you wanted to modify the first byte of that data, simply do: 1->{Pic1} And as long as you are in MirageOS or Doors, writeback should be automatic, and that sprite will stay modified
983
« on: September 27, 2011, 08:49:05 pm »
Ah yes! I just now realized the problems are equivalent! I actually derived this from a separate problem about two children, but now i see how similar it is to the monty hall problem ^^
984
« on: September 27, 2011, 08:45:54 pm »
Indeed :] Most people take the intuitive result, which is wrong in this case, which is why I like this puzzle so much ^^
985
« on: September 27, 2011, 08:00:16 pm »
Well we need to update the conditions, because what happens when the player is pressing 2nd but he is out of power? He should be on the ground right? Currently though there is no condition to handle this. Adding this condition, or modifying the current conditions, would help make this work.
EDIT: Happybobjr, won't that make it possible for the player to be in the air even when 2nd is not being held?
986
« on: September 27, 2011, 07:57:23 pm »
I have two coins in my hand. I flip both of them secretly until I get a result that is not two tails. I then turn to you and show you that one of the coins is heads, and ask what the probability of the other being heads.
987
« on: September 27, 2011, 07:52:38 pm »
You have 2 conditions for displaying the sprite correct? The first condition is :!If getKey(54), under which it will display the person on the floor. Under the condition :If getKey(54) and (J>4) the person will be displayed in the air. Now, when neither of these conditions are met, the person is not displayed at all. Do you see when this happens?
988
« on: September 27, 2011, 06:49:49 pm »
Alternatively, you could compress the data into a free buffer like L1, and then afterwards, create your appvar to the right size and copy it in. Still kinda a 2 pass system, but a different type ^^.
989
« on: September 27, 2011, 06:06:19 pm »
shifted duel layer?
990
« on: September 26, 2011, 07:35:16 pm »
Yay! I have to say zTrumpet, you make some of the best Basic games I have ever seen and I'm so glad this is being revived
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