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Messages - MRide
Pages: 1 ... 36 37 [38] 39 40 ... 56
556
« on: September 17, 2010, 12:15:44 am »
Super Smash Bros. N64, emulated via Project64k and using Ownasaurus's updated Kaillera client. (Read: Smash Online. If anyone wants a game let me know!)
I love emulators. I know of a site that has free emulator and ROM downloads, but obviously, I can't post it.
557
« on: September 16, 2010, 11:43:37 pm »
Agreed. The games look quite inventive, new twists on old games, etc.
558
« on: September 16, 2010, 11:34:56 pm »
Ah, ok. thanks
559
« on: September 16, 2010, 11:26:38 pm »
But, I mean, can we tell you to take us off the list (for a while, anyway)?
560
« on: September 16, 2010, 11:10:53 pm »
This sounds cool. Unfortunately, I am very busy so I probably won't be able to do this. But can we tell you a time frame? Say we only can do it in the summer or something?
561
« on: September 16, 2010, 07:50:43 am »
I'm using the graph screen, so lower case won't be necessary.
562
« on: September 15, 2010, 09:44:58 pm »
That looks great! Good luck.
563
« on: September 15, 2010, 09:38:38 pm »
Well, if lists are infinitely fast.....j/k I'm going with strings. Well, just tried it. Definitely slower, so I won't add the random delay, but the effect is kind of cool looking. Now that this is done, I can resume working on the story. (And damn, text takes up a lot of mem)
564
« on: September 15, 2010, 09:27:51 pm »
This looks great, Sir! Not sure if this has been asked, but is there AI? And if not, will it be added?
565
« on: September 14, 2010, 08:16:24 pm »
{1020902,5020507,1070907→L1 For(A,1,dim(Ans Line(iPart(E2fPart(L1(A)/E8)),-iPart(E2fPart(L1(A)/E6)),iPart(E2fPart(L1(A)/E4)),-iPart(E2fPart(L1(A)/E2 End Note: Each "E" in that code is the scientific notation E.
"010209020502050701070907→Str1 For(A,1,length(Str1)-7,8 Line(expr(sub(Str1,A,2)),-expr(sub(Str1,A+2,2)),expr(sub(Str1,A+4,2)),-expr(sub(Str1,A+6,2 End There might be optimizations that can be made, I just threw those together real fast to demonstrate the methods.
Note: The list method is 108 bytes while the sting is 114 bytes. BUT, the string is 35 bytes while the sting is 39 bytes.
Thanks, that makes sense to me (I think). Also, I think you lost the game, Builderboy. (and if you didn't, you did now. ) Oh, and look at this!
566
« on: September 14, 2010, 07:00:33 pm »
Here's the coordinates for the first letter. 1,-2,9,-2 5,-2,5,-7 1,-7,9,-7
567
« on: September 14, 2010, 06:27:09 pm »
So, how would I do this with lists? Store the coordinates in lists and use a for loop with a random wait at the end for the typing effect?
568
« on: September 13, 2010, 09:15:45 pm »
For the title screen is everything hard coded in with each line having it's own command or are the coordinates compressed at all?
No, no compression. Would that be any slower? The title screen effect requires fast displaying letters. Compression would take too long. How big is it now?
Well, let's see....the whole title screen program is about 1400 bytes, so maybe 1000 bytes of line( commands.
569
« on: September 13, 2010, 09:11:57 pm »
For the title screen is everything hard coded in with each line having it's own command or are the coordinates compressed at all?
No, no compression. Would that be any slower? The title screen effect requires fast displaying letters. X.x, that sucks BASIC is so slow. Oh well, at least games like yours and a few others here shows that BASIC can still make cool games at least
Nice to see this is still progressing. Can't wait to see battle system
Thanks. I really would like to have flipping, but after seeing the severe speed decrease, I just did away with it. You might have to wait a while for the battle system, though. Progress is going to really slow down now that school is on a roll with tests and everything.
570
« on: September 13, 2010, 08:27:10 pm »
What kind of stuff did you end up removing? The GAME? (Sorry DJ, had to take your idea )
Well, the hit detection and room changing routines were put into their own subprograms, and are only called when needed. Nice to see more progress. As for speed, my guess is that if it gets too slow, you may be forced to eliminate any non-Text()/recallpic display from the walking loop, even if it means the char is the same for all 4 directions. Just Pt-On/off is enough to slow down a basic game considerably
Just for fun, I tried eliminating everything that had to do with sprite flipping, and the movement was considerably faster. It had gotten so bad, you could see the individual characters for dual layers if you looked closely. couple hundred bytes? Wow thats a lot of data shaved off, just how much is left in the loop after that?
Well, there's the walking routine, the character display routine, and calls to the hit detection and room changing subprograms. I just got a chance to look at the Key Puzzle and Title Screen. They look wonderful! How did you make the title screen letters like that?
Thanks. I just used a lot of line( commands. I used a set height and width for each letter (expect for the beginning of each word), and it wasn't too hard. Not that it means a lot, but I got everything I have up to this point working in conjunction. So the only things I have left are storyline and battle system. (and maybe a few minor things)
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