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Messages - Darl181
Pages: 1 ... 136 137 [138] 139 140 ... 253
2056
« on: June 20, 2011, 12:54:20 am »
* Darl181 just changed the way it throws the thing What it does now is just multiply the velocity by 2. So now you can throw it really high, and also you could spike it if you really want to. Just make sure it doesn't bounce off the button you're smashing it on top of no, buttons not implemented yetYes, it bounces when it hits the ground now. A bit more challenging. Another thing...I recently took out the full and it's still sort of playable, but it can certainly be faster. I'm using all that I can use from http://ourl.ca/8520, but it's still noticeably slow...are there any other general tricks for speed?
2057
« on: June 19, 2011, 11:21:20 pm »
to do: make friction slow down the object faster change the way the player sprite is displayed while holding fix the bug where the object sticks to the ceiling
done, done and done. w00t. I might make it so it slows down horizontally in the air...I would need to put in some sort of counter tho
2058
« on: June 19, 2011, 09:24:00 pm »
Umm...no comment. * Darl181 changes a thing or two, messing up Deep's copying
2059
« on: June 19, 2011, 09:03:13 pm »
* Darl181 is using firefox 4.0.1 and it's not working...
2060
« on: June 19, 2011, 07:46:00 pm »
Manipulable object. For now, there's only one. Also the check relating to the poll isn't added yet. Also i made it so when the player goes boom, the parts that fly off stick to solid parts of the map. Woo.
You may notice the char flashing at some points, as well as the object. that's b/c for now i have it dispgraphrr while the key is held (so the object isn't picked up one frame, dropped the next, etc.) and the sprites aren't preserved on the buffer.
btw this is in 15mhz mode now. Every optimization I've tried (except for chaining divisions) bugged and always returned as true or something. So idk what to do about that.
EDIT: to do: make friction slow down the object faster change the way the player sprite is displayed while holding fix the bug where the object sticks to the ceiling
2061
« on: June 19, 2011, 06:37:14 pm »
Another bug...all joins show as [6:00:00 PM] (at least in this time zone) until refresh.
2062
« on: June 19, 2011, 04:05:45 pm »
There's a font called Small Fonts, not monospace but it can be squeezed pretty small.
Idk if there's System on many comps either...
2063
« on: June 19, 2011, 03:19:00 pm »
It seems to me like either custom fonts or picture on start-up somehow nulls omnicalc's procedure to save the ram. It didn't overwrite it, but apparently it just prevented it from saving properly...
2064
« on: June 17, 2011, 11:20:51 pm »
atm I'm kind of leaning toward the things freezing. Eventually i might do different types (maybe one a brick, another a ninja-star thing, another a bomb, etc.) but for now, it's a brick.
2065
« on: June 17, 2011, 11:13:23 pm »
Bug: /me statements don't work anymore.
EDIT: seems like it's the / that bugs it..
2066
« on: June 17, 2011, 05:43:03 pm »
There's another little problem in Axe:
Have you ever tried to display a Text with äöüÄÖÜßáàÁÀ... There are some strange things... "ÄÖÜäöü" will become "q9äuÄË" and so one. It's a bit nervy, if you want to write something in a textmode.
Make sure they're not two-byte tokens?
2067
« on: June 16, 2011, 08:22:36 pm »
Added option. The problem with that would be that the object might be an integral part of the level...unless it drops out of the ceiling afterwards or reappears after a bit or something like that.
EDIT: btw, they're not explosive. Unless I were to add multiple types for now it's like the guy is manipulating a brick or something.
EDIT2: I see an "other" vote, could that person specify what they would like? TIA
2068
« on: June 16, 2011, 07:52:12 pm »
So I'm adding in manipulable objects atm, and I'm wondering what should happen if it finds itself inside a solid [insert tile type here] upon dimension shifting.
See poll.
2069
« on: June 16, 2011, 07:45:27 pm »
Ok, so just have them as separate statements if possible? (with the least likely outermost so it runs through less checks) Coll, I'll just do that (what I'm working on is adding movable objects to DS and I'm trying to make sure the getKeys and such don't mess with it
2070
« on: June 16, 2011, 07:08:23 pm »
I was wondering...the ability to use ! just before a var or whatever to check if it's false. ie instead of having to do If getKey(15) and (A=0) ...it would be possible to do something like... If getKey(15) and (!A)
Or is VAR=0 already an auto-optimized thing?
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