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Messages - Eiyeron
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316
« on: April 11, 2014, 02:51:32 am »
It's very user-friendly. the only bad thing is the exporter, which wrongly exports UV textures (the texture to faxe mapping). It puts the face vertices in the middle of the face's texture, not in the corners. In some faces it's badly mapped and the result differs from the desired result.
317
« on: April 10, 2014, 02:33:57 am »
Mine turtle yay! \o/
318
« on: April 10, 2014, 01:44:31 am »
Haha fine! It's Windows only though : Magicavoxel.
319
« on: April 05, 2014, 06:50:15 am »
It'll need a second render, for the sky. It's a unintended effect from the routine, but I'll do something to improve it.
320
« on: April 04, 2014, 08:06:14 am »
Galaga, someone?
321
« on: April 02, 2014, 05:47:51 pm »
Woot, voxels!
322
« on: April 02, 2014, 05:20:33 am »
Update : Go see the first post, I linked to a demo addin. Go try test that!
323
« on: March 31, 2014, 04:41:30 am »
I found a neat program that gives a neat palettized + dithering render. Here is the Omnimaga logo (I removed the shadow outline) with the same palete as my new avatar
324
« on: March 31, 2014, 04:09:34 am »
Yay, new avatar! :p
325
« on: March 29, 2014, 02:33:54 pm »
I changed a little bit the routine to use the whole screen and render modes. THe current calculation calcs the distance. If the distance < 0, we're drawing a "ceiling", so what's new : You can choose to draw ceiling (z-inversed mode 7), floor (normal one), or both at the same time. I fixed too the horizon. The horizon parameter is the horizon's offset in the screen. At -32, it draws the horizon at the screen's middle (the both plans will converge to the horizon if you understand).
I'm designing a start of a tileset for testing tilemapping. I attached too a preview of the both plan mode. Obviously is slower at a ratio of 0.5. and the whole routine is slightly sowed down because the distance check.
EDIT : well, the project is getting quite clearer.
326
« on: March 29, 2014, 04:37:53 am »
Nice I understand you halved the resolution, right ? (you use 2*2 pixels)
Haha, I have to say no: it runs at 128*32 perfectly! I have just scaled up the screen is! :p
327
« on: March 28, 2014, 04:10:05 pm »
Yay, update, and what an update!
328
« on: March 26, 2014, 04:01:43 am »
Yeah, sorry, it's 29 MHz. I don't remember the exact frequency. But I know that's the Prizm is clocked to 58.
329
« on: March 25, 2014, 08:12:20 pm »
After an almost insomniac serch, tweak and hack, I finally found (or like copy pasta, the base was crappy and too bad to be employed in a game) a way to support correctly old Mode7 and objects projections (for the moment, I only project black squares...) EDIT : a float option would be very great for images!
330
« on: March 25, 2014, 05:44:09 am »
Canada.
EDIT: And... I've bricked it. I think I used the wrong file to update it, I'm supposed to use 2_02_0201_sh4.fls as my calculator was on 02.02.701... dang. Won't turn on or anything. Even tried holding the restart button down with F2, 4, and AC. I assumed from the read me attached that I was supposed to use 2_02_0200_sh3.fls
Even with pressing [9][ *] [size=78%]just after? Well, I'm sorry for you dude, that's bad luck. :S[/size]
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