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Messages - Darl181
Pages: 1 ... 145 146 [147] 148 149 ... 253
2191
« on: May 29, 2011, 04:18:38 pm »
Just let him think of his own eastereggs. They should be FOUND, not sugested
Definitely, whats the point of easter eggs if we don't even have to search for them?
Inb4 spam attack? And yeah, seconded thirded agreed. If you ask me the priority should be getting it to work completely first, then the random somewhat-pointless stuff.
2192
« on: May 29, 2011, 04:04:44 pm »
What I had for a bit before was either drawinv just before and after dispgraph or pause 50. Slowed it down quite a bit Also I learned my lesson from TWHG, if you preserve the buffer rather than re-draw it's >9000 times faster (in twhg it was all pixel-testing, and the buffer was drawn and redrawn something like 5 times per frame, and those were 96-byte levels) EDIT: Perhaps an option to choose the skip rate. i.e, choose 0, 1, 2, 3, or 4 for the -128-#→θ code. I think for it to be stable it has to be a power of 2. EDIT2: Fixed the bug when shifting from row 14. Turns out it was the block-above-head detection, the if statement had something like "and (Y/32=0)" instead of "and (Y<<0)"
2193
« on: May 29, 2011, 03:52:30 pm »
I had it working, then got a RAM clear and was set back to the source that the last screenie was recorded from For L3→DispGraph, wouldn't that show nothing but the char? Also, I kind of have to use pt-change unless I used DrawInv (unless there's some other method for it)
2194
« on: May 29, 2011, 03:46:25 pm »
What is this I don't even...
2195
« on: May 28, 2011, 08:54:57 pm »
Runer, that's awesome What I might do is have it start out by shifting slow, and after 10 shifts or so it switches to the fast one. A balance somewhere...atm it's the faster one. Also, forgot to mention earlier. The contrast changes when you shift, so it becomes a bit lighter when you're in the dark part. Makes it easier to see where you are. Upon program quit it reverts back to the initial.
2196
« on: May 28, 2011, 11:44:34 am »
http://pixlr.com/editor/
↑↑ that One way to fix that would be if Darl added some Cache-control/Pragma headers to his script. You'll have to ask him.
You'd have to ask Eeems, he wrote the code
Idk about php except it's complicated
2197
« on: May 28, 2011, 11:35:13 am »
The flipping looks fantastic with the only suggestion being that it could be a bit faster...(maybe don't draw every frame, or something. Maybe you can just change a value somewhere...I don't know how that transition works )
As Shannon Monroe, one of the Senior Production Managers of Disney Interactive, once told me when looking at some animation and video that I did a while ago (No, seriously. He was really cool about it all...)
Something to always keep in mind when creating transitions is what we call the "DVD Title Rule": No matter how fantastic your animation looks the first time, there is no denying that there is an inverse relationship between the wow factor and the just-open-the-damn-menu factor of the transition.
Hearing that made me realize just how correct he was, and has led me to cut down on transition times in a lot of things I've made. Please don't take this as me saying, "It's boring. Get it over with faster," but rather that I'm saying, "This transition looks fabulous, but don't let it eat up your gameplay!" There's a point where you know the solution already and you just want to get through to the next level as fast as possible, without having to wait for shift transitions.
Either way, the whole thing looks fantastic. I especially like the effectiveness of that sprite! It works much better than I'd have imagined it would.
I plan on putting in an option to enable/disable the effects, i.e. flipping and the death animation. Same for the splash screen, it will be possible to just jump straight to the menu. EDIT: and the door opening/closing I hardly have an idea how it works either except for theory, it's runer-optimized I can look for a var that counts the frame or something, then put If V^2 and End around the DispGraph....that might be plausible
2198
« on: May 28, 2011, 03:02:11 am »
You'd have to ask Eeems, he wrote the code I think it just takes a random image out of the current directory and returns it.
2199
« on: May 28, 2011, 02:45:05 am »
2200
« on: May 28, 2011, 02:36:53 am »
Got screenies These show the flipping effect in action and the lower jumping height!!!While testing the level before screenie-ing I found another bug, if you go into the side of a block with a positive velocity you shoot down really fast b/c of the way the ceilings work. So I put in a check to the Y-var, causing you to go boom if you go below the bottom. It's an interesting thing to watch tbh
2201
« on: May 28, 2011, 02:33:43 am »
Well, it looks pretty good the way it is anyway. Personally I don't have fb or anything, so I probably won't use it either
2202
« on: May 28, 2011, 02:29:06 am »
Nice, looks like it could be useful Just wondering, is it possible to make it match a bit more with the theme?
2203
« on: May 28, 2011, 02:26:43 am »
* Darl181 uses liberkey and runs it off of a flash drive, no installation to C drive needed * Darl181 re-reads and sees "iMac" and isn't sure if it works on those * Darl181 searches google and finds a few likely looking things try http://www.sumopaint.com/home/ ? Idk about imacs, if they have flash or not
2204
« on: May 28, 2011, 01:45:16 am »
No, it's an app just like GIMP or MSpaint. Idk where the name came from, but it works EDIT: http://www.getpaint.net/
2205
« on: May 27, 2011, 11:53:28 pm »
Maybe calc84maniac could port F-Zero X to the PRIZM next?
fixed Nspire port would be cool, but finish the z80 version first
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