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Messages - Hayleia
Pages: 1 ... 46 47 [48] 49 50 ... 239
706
« on: February 23, 2014, 02:13:06 pm »
Maybe you could compile as an app and put all data in an external appvar ? Like all text, every splash and background, every LUT or whatever data you have.
707
« on: February 23, 2014, 06:15:02 am »
I agree with the fact Latin is useless, but not because you don't need perfect spelling, because you do. It's useless because it's spoken nowhere.
But for all other things you said, I don't really agree. Most people don't care about specific biology things, including physicists. Most people don't care about specific physics things, including biologists. But when you are young, you don't know what you'll do when you're adult, so you have to learn everything, to discover what you like and what you don't.
708
« on: February 23, 2014, 04:03:47 am »
This better include the music. JK But at least, would it have the "moving" walls and background (I mean them moving upwards and downwards according to the beat) ?
709
« on: February 23, 2014, 04:01:15 am »
Where are their cutie marks ? Also, for some reason, those seem to be the only cats I don't find cute (except maybe Pinkie Pie).
710
« on: February 23, 2014, 03:58:31 am »
I tried to fix the depth issues and had to use floats (or int_fast64_t which is equally slow to divide somehow) which is slower (depends on vertex count) Which version is better? Or should I keep both?
I'd say go for the fastest. It' only disturbing when blocks are really far. And nice progress I'd say that you should include both mode (with and without textures) in the final version so that we can make beautiful screenshots with textures and build quickly too (not that it is slow with textures, but it is faster without so if we want to make quick changes, we might want a quick way).
711
« on: February 23, 2014, 03:51:33 am »
No fair...you use Asm...I use pure Axe...besides, I could...with some help...
I was just kidding to motivate you Your game is really good as it is
Thanks! But next time, don't insult me to motivate me.
Haha ! I don't know, that works for me so I thought it might work for you too Yeah, do that. I hate having to fly to unpause, especially when "unpausing" would cause my death.
Talking about weird acting keys, it seems like in your game, pressing jump makes the bird go up until we release the key (you keep it pressed, it keeps going up). But in the real game, it just jumps once, and keeping the key pressed for a long time is not meant to change anything.
712
« on: February 23, 2014, 03:47:39 am »
I have a suggestion for a new feature: grayscale.
* JWinslow23 runs Yeah, and four levels of greyscale. * Hayleia runs More seriously, I made mine with four levels of grey so that it's not like the others, then changed it into 3 to motivate JWinslow23, but I don't think we should release 17 games that are exactly the same
713
« on: February 22, 2014, 01:35:03 pm »
No fair...you use Asm...I use pure Axe...besides, I could...with some help...
I was just kidding to motivate you Your game is really good as it is Besides, you couldn't fix the graphical glitches? Also, 2nd should be the unpause button instead of up.
I didn't even try to fix them in fact And yeah, I should add 2nd as an unpase button.
714
« on: February 22, 2014, 08:39:22 am »
Then, put butter nowhere and it will keep turning over and over, looking for the butter side.
Or do this with two toasts like this
715
« on: February 22, 2014, 07:43:41 am »
That's stupid.
You only need to put butter on both sides of the bread, no need for a cat.
716
« on: February 22, 2014, 07:41:34 am »
That's because they are mostly on the grey part of the background so there is some interference if you see what I mean, while the lower pipes are mostly on the white part. That's also because I set Wabbitemu's options to 3 shades to save space.
717
« on: February 22, 2014, 04:08:15 am »
718
« on: February 22, 2014, 03:58:04 am »
719
« on: February 22, 2014, 03:54:10 am »
I started to optimize your source, and for now, I saved 901 bytes. I didn't optimize all files, and I didn't optimize everything in each file I read so there is still work to do. I gave stupid names to the routines I created, feel free to rename them But what struck me in your code isn't the lack of optimization (Pokemon Topaze at its beginnings was not much better in terms of optimizations), but the organization of your program. For example, in VVVVSRC, you put your routines in the main loop and put a " If (0)" around it. First of all, the parentheses around the 0 are useless, second of all, you can put a Goto instead of a " If 0", and most of all, you can (must ?) put routines outside the loop. It's a lot more readable and logical. Same in VVMENU, you put "prgmVVVCSRC" and "prgmVVVVSRC" at the beginning of your program, and those program both start with " Goto EndOfThatProgram", so they are skipped at execution. Well, same story as with the " If (0)", first of all, you can just put " Goto Skip:prgmVVVCSRC:prgmVVVVSRC:Lbl SKIP" to save one Goto, and most of all, you can put those "sub programs" at the end of your program, after the "main" Return so you don't even need any Goto. Another thing that struck me and prevented me from optimizing sometimes (didn't feel like making your code readable before optimizing) was the (ab)use of unnecessary parentheses, as in " If (({((X+3)/8)+(((Y-1)/8)*12)+GDB1}=2) or ({((X+3)/8)+(((Y+8)/8)*12)+GDB1}=2)". So, source is attached, try it and tell me what I broke so I find a way to fix it But don't tell me "that part of the game doesn't work", that won't help me. You have to figure out which part of the code doesn't work, because I didn't try to understand every bit of your code
720
« on: February 21, 2014, 11:21:49 am »
Maybe you could use IViewer to make a comic reader ? That would be a great project idea, and a great use for that lib
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