This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Halifax
Pages: 1 ... 24 25 [26] 27 28 ... 90
376
« on: August 24, 2007, 05:23:00 pm »
Try using Wordpad. I think he wrote it on linux or whatever because the same thing happens with all the GCC readme's I try to open. Wordpad accepts carriage returns and I think that is the problem because Notepad only accepts newlines and not carriage returns.
377
« on: August 23, 2007, 04:00:00 pm »
QUOTE | Unfortunately you can't destroy them on all the levels, it would slow down the game too much, meaning that when you fought enemies, the game would check if you shot a computer on the entire map. (I haven't figured a way around this yet. but if I do I'll implement it.)
|
You could divide your levels into sectors of x,y,width,height Then all you would have to do is check the sector and not any other walls that would be out of sight of the player. This will speed things up for the most part until you get into sector streaming which is when the person can see two sectors because one is through a door or something. I don't know if that is possible in your game, but if it isn't then you wouldn't have to worry about sector streaming :thumb: That is just a suggestion to speed it up if you needed it. Although that method depends on how big your rooms are. If you only have a 2 room level then sectors won't help it at all.
378
« on: August 23, 2007, 09:57:00 am »
*Halifax
379
« on: August 18, 2007, 06:49:00 am »
ATG: I seriously recommend talking to Jim_e. He is the master when it comes to 3D raycasting techniques. I mean this guy has made a grayscale 3D raycaster, and a Mode7 engine all on the z80 o.o He could definetly help you out a lot!
380
« on: August 17, 2007, 02:54:00 pm »
Woah at first I thought you, ATG, was JincS because of your avatar. Where does that picture come from?
381
« on: August 15, 2007, 06:33:00 pm »
I would sacrifice speed for an engine that is more advanced than FAT. It wouldn't really matter to me.
Also I do find that syntax carries over from C to C++, but I find it hard to port C programs to C++ in the way they *should* be ported. With classes and getters and setters and encapsulations and all that crap. I personally prefer C by far to C++ although it is much easier to make an engine in C++.
Maybe once I take trigonometry and learn some more OpenGL I will shift to C++ so I can develop a 3D engine.
382
« on: August 15, 2007, 04:47:00 pm »
Hmmm if I could even get close to understanding your code then I would like to try and work on this project a little bit.
383
« on: August 15, 2007, 04:42:00 pm »
QuoteBegin-AaroneusTheGreat+31 Jul, 2007, 9:07--> QUOTE (AaroneusTheGreat @ 31 Jul, 2007, 9:07) | Unfortunately no, there's currently no 3D engine that supports that for the 68k series. Perhaps if I become more skilled (much more) I could attempt to build one. But as of now, there's only one good engine, the FAT engine, and FAT stands for Fixed Angle Texturing, meaning all walls and corners and such are 90 degrees and there's no variable Z axis.
But so far I think I've been making due pretty well.
When I have my good computer back I'll be advancing this project much faster.
Btw DJ, do you have the time/interest to do a little beta testing? If so just let me know in a PM or something. |
Once you get to that more skilled place, which I personally think you are at now, then you should check out gamedev.net. They have an article that explains in great depth on how to improve raycasting. There improved version of raycasting eliminates the need for all walls to be the same height, 90 degree angles, and some other things. http://www.gamedev.net/reference/articles/article872.asp
384
« on: August 15, 2007, 03:30:00 pm »
Bfr visits #psugen and #tigcc a good bit. I have talked to him in the last week, but I didn't ask him about MLC. I will ask him the next time about it. He has mainly been working with Qt programming lately though and C++ programming.
385
« on: August 14, 2007, 07:58:00 pm »
QuoteBegin-bfr+12 Aug, 2007, 12:18--> QUOTE (bfr @ 12 Aug, 2007, 12:18) | "even in assembly 2v2 would be impossible, unless you manage to get wi-fi connection to your calc or a special cable you make yourself, because the only link cable they have would only allow 1v1" -> Two players on one calculator, two players on another calculator. |
It *is* possible to make a multi-connection game with the TI-84+. This would take mad handling skills though for passing data. A sane number of players to support for multi-connection would be 4 to me. Anyways it is possible with GetCalc( to choose between the I/O port and the USB port for which one you would like to send data over. This means you could have something like this. TI 84+ -> TI 84+ -> TI 84+ | V TI 84+ Which means one calculator has two calculators hooked up to it. And the others use the remaining port to chain on another calculator. It *is* possible as I stated above and I have always wanted to try it, but I don't have that many calculators
386
« on: August 14, 2007, 07:51:00 pm »
This project is still in the works guys . If you haven't noticed Madskillz really doesn't hang around forums like a maniac, not even revsoft that much. Trust me he is doing work on it, but he just doesn't continuously post updates.
387
« on: August 14, 2007, 07:49:00 pm »
THE POST 13357113 I just got a TI-89T today!!!!!!!!!!! I will be able to play Ultima V!!!!!!!!!!!!!!
388
« on: August 08, 2007, 11:35:00 pm »
I agree with Fallen_Ghost and also I agree with:
Death to Firefox! and Life to Opera!!!!!!!
389
« on: August 08, 2007, 06:07:00 pm »
The 2nd one is definetly better!!!! Your spriting skills are amazing. You did that all by hand with no image manipulation software?
390
« on: August 07, 2007, 12:12:00 am »
Wow tifreak I love that GUI design. That is killer. :thumb:
Pages: 1 ... 24 25 [26] 27 28 ... 90
|