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Messages - JustCause
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661
« on: October 23, 2010, 01:11:40 pm »
Ah ok good to hear.
It's thanks to you...I saw your "BACK UP YOUR CODE OFTEN" topic or something and entrusted one of my backups to a friend of mine 4 years below me (he's a novice programmer and has kind of latched onto me).
662
« on: October 23, 2010, 01:05:09 pm »
Sorry to hear, I hope you did not lose too much progress
Nothing is lost, I backed up to someone else's calc after I posted the update. Everything is saved, save my accidental {L4*4}...(i'm stupid i'm stupid i'm stupid)
663
« on: October 23, 2010, 12:10:38 pm »
Btw, creator of "My First Quantum Translocator" flash version in newgrounds. ยด Can you PM me with the song of the game?
...I don't think he has an Omni account I lost the source, I'll be able to restore from backup on Monday and start developing then. Stupid Saferam.
664
« on: October 22, 2010, 06:03:02 pm »
Long overdue, and euphoria-inducing. Yay!
665
« on: October 22, 2010, 05:59:56 pm »
Just physics are hard, especially that getting stuck in the ground problem as well as passing through thin walls/floors when moving extremly fast.
Yeah, although given the speed concerns I've received, it might be a good idea for me to implement collision-on-line stuff. It would make the engine much more versatile.
666
« on: October 22, 2010, 04:52:52 pm »
I'll go ahead and code the data structures (and nonfunctional moving platforms) this weekend.
667
« on: October 22, 2010, 10:27:25 am »
Is pxl-test posstble?
That's what I use, but I kludged my way through the quintessential "getting stuck in the ground" problem instead of doing collision-on-line...so now if a moving platform were to collide with you from the side you would end up on top of it. Not to mention that I have no idea how to do crush conditions with the current kludge-y engine.
668
« on: October 22, 2010, 10:23:37 am »
An easy way to speed it up quick is to put in a flag that alternates between -1 and 1 every frame, and only draw the screen if that flag is equal to 1. Drawing the screen takes a surprising amount of time.
669
« on: October 22, 2010, 10:01:02 am »
My next step (instead of moving platforms, which are hella hard right now) will probably be momentum-dependent walls: that is, you can pass through them at certain velocities, but not at others. You like? I do.
670
« on: October 22, 2010, 09:26:26 am »
Thanks to all who helped me with the data structures, but I already have those mostly figured out. What I'm having a problem with are collisions with the sides of moving platforms: if you take a look at my code, you'll see what I mean. Or not. It's pretty poorly documented. wait Normal followed immediately by Full created bluescale?
No, but I had to temporarily swap to 6MHz to get the bluescale loop to work.
671
« on: October 21, 2010, 06:53:49 pm »
Oh god.
Moving platforms are hard.
Please help.
672
« on: October 21, 2010, 01:11:02 pm »
WOW. My next project, screw Hyper-Generic Unnamed RPG.
673
« on: October 21, 2010, 01:06:08 pm »
*anime arm flap*
Me Want.
674
« on: October 21, 2010, 01:05:17 pm »
Aaaaahhh! Yay! I wish I'd thought of this.
Best of luck!
675
« on: October 21, 2010, 01:03:58 pm »
Btw in your code why do you use Normal right before Full?
Normal Full Legacy of bluescale, which doesn't work in 15MHz mode. Will delete, thanks for pointing it out!
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