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Messages - Matrefeytontias
Pages: 1 ... 108 109 [110] 111 112 ... 133
1636
« on: November 04, 2012, 01:45:12 pm »
I don't know, I couldn't test thepenguin77's version For now, it's the square of keys around 5 to move, and the one around x,t,Θ,n to fire. My goal is to do my own Geometry Wars, but since there isn't two games like this one, it'll be hard to do two really different ports. @Vijfhoek : I don't know much things in trollfaces, so I picked up the wrong one changing it
1637
« on: November 04, 2012, 01:41:38 pm »
Hi guys ! I searched for Geometry Wars on Ti-Calc, and found the one of thepenguin77. Then I downloaded it and ... Only for 84+, sorry. So, since I only have a 83+.fr, I decided to make my own Geometry Wars, and since I'm not that good in ASM, I'll do it with Axe I've done the mapping and movements engine, and I've nearly finished the shoot engine, I just have to make the bullets collide with the map. I have 8 moves directions and 4 fire directions. But just have an eyecandy Be sure that it's faster on-calc For now, it's already 2K6 bytes in Noshell. I'll release it later ; share comments
1638
« on: November 04, 2012, 08:06:46 am »
Hm, yeah, I'll change the already existing funcs into these ones. Good idea But no, I can't build a CAS even if I'm motivated
1639
« on: November 04, 2012, 02:38:57 am »
@Lancelot_du_lac do you want to make C++ a sort of script language ? If so, I recommend to use libgcc for on-the-fly compilation, so you'll have maximal speed.
Also, I think that it should be cool to use Python as basic language, and allow the use of import, so the user'll can use external libs such as PyGame or PyGTK, if we success in porting them (if there really is a need to port something).
1640
« on: November 03, 2012, 06:57:13 am »
So, what will you need on the software side ? Just to make sure that I really can do something
1641
« on: November 02, 2012, 06:36:15 am »
Your amount of PMs is your post rating DJ_O
1642
« on: November 01, 2012, 06:30:31 am »
@DJ_O It's fully useable and doesn't contain any bug if you use it correctly Just respect the format I described in the first post for your apps and it'll be ok. @Hayleia good idea, it's just that newbies will have a hard time with pages
1643
« on: October 31, 2012, 03:38:57 am »
I think I'm good enough with C++ to help in some way but I won't help in maths (or really a little bit) since I'm in highschool (en première en fait ). And I'm pretty good with Qt
1644
« on: October 28, 2012, 08:47:26 am »
So in fact, to decrease distortion I have to increase F ?
1645
« on: October 27, 2012, 04:19:34 pm »
Nobody can help me ?
1646
« on: October 27, 2012, 06:08:49 am »
I tried with 16→D and 16→F, and got something weird O.o : I only changed distance (D) and distortion (F)
1647
« on: October 26, 2012, 05:16:02 am »
Hi guys ! I'm working on 3D with vertices ("vertex" or "vertices" ?) and I'm having precision problems (well, I think that's it). Just see : Here's my code : The main program : :.VERTEX3D : :Fill(L3,768,0 : :ᴱ90D3→°ScrP+2→°AngX+2→°AngY+2→°AngZ :L3→ScrP : :0→AngX→AngY→AngZ : :‾1 :For(256) :sin(+1→r1)→{r1+L1 :cos(r1)→{r1+L2 :r1 :End : :Data(‾10,‾10,‾10)→GDB1VERT :Data(‾10,‾10,10 :Data(10,‾10,10 :Data(10,‾10,‾10 :Data(0,10,0 : :Data(0,1,1,2,2,3,3,0,0,4,1,4,2,4,3,4)→GDB1LINE : :Data(0r,0r,0r)→GDB1WORK :Data(0r,0r,0r)→GDB1CAM : :5→V :8→L :32→D :32→F : :While 1 : :prgmVERTEX : :DispGraphClrDraw :getKey(4)-getKey(1)*2+AngX·255→AngX :getKey(3)-getKey(2)*2+AngY·255→AngY :getKey(49)-getKey(53)*2+AngZ·255→AngZ :EndIf getKey(15)
The 3D engine : :.Vertex and shape drawing : :D*sign{AngX+L1}//128→{GDB1CAM+2}r :D*sign{AngX+L2}//128→{GDB1CAM+4}r :{GDB1CAM+4}r*sign{AngY+L2}//128→{GDB1CAM+4}r :D*sign{AngX+L2}//128→{GDB1CAM}r :{GDB1CAM}r*sign{AngY+L1}//128→{GDB1CAM}r : :For(r1,0,V-1) :sign{r1*3+GDB1VERT}-{GDB1CAM}r→{GDB1WORK}r :sign{r1*3+GDB1VERT+1}-{GDB1CAM+2}r→{GDB1WORK+2}r :sign{r1*3+GDB1VERT+2}-{GDB1CAM+4}r→{GDB1WORK+4}r : :.Y rotation :{GDB1WORK+4}r→H :‾{GDB1WORK}r*sign{AngY+L1}-({GDB1WORK+4}r*sign{AngY+L2})//128→{GDB1WORK+4}r :‾{GDB1WORK}r*sign{AngY+L2}+(H*sign{AngY+L1})//128→{GDB1WORK}r : :{GDB1WORK+4}r→H :.X rotation :‾{GDB1WORK+2}r*sign{AngX+L1}+({GDB1WORK+4}r*sign{AngX+L2})//128→{GDB1WORK+4}r :{GDB1WORK+2}r*sign{AngX+L2}+(H*sign{AngX+L1})//128→{GDB1WORK+2}r : :.Z rotation :{GDB1WORK}r→H :{GDB1WORK}r*sign{AngZ+L2}-({GDB1WORK+2}r*sign{AngZ+L1})//128→{GDB1WORK}r :{GDB1WORK+2}r*sign{AngZ+L2}+(H*sign{AngZ+L1})//128→{GDB1WORK+2}r : :F*{GDB1WORK}r*32//{GDB1WORK+4}r→{r1*4+ScrP}r :F*{GDB1WORK+2}r*32//{GDB1WORK+4}r→{r1*4+ScrP+2}r :End : :For(r1,0,L-1) :r1*2+GDB1LINE→A :{{A}*4+ScrP}r//32+48→X :{{A}*4+ScrP+2}r//32+32→Y :{{A+1}*4+ScrP}r//32+48→Z :{{A+1}*4+ScrP+2}r//32+32→T :Line(X,Y,Z,T :End
If you see anything wrong ...
1648
« on: October 26, 2012, 02:29:00 am »
Heya Saintrunner ! It's been a while
1649
« on: October 18, 2012, 01:47:48 am »
Nope, I won't do that. In fact, what I planned is making 4 different levels, which are 4 different speeds.
1650
« on: October 17, 2012, 02:04:03 am »
@AzNg0d1030 That's not it ; in fact due to the way I display the obstacles they appear two times : one at a normal distance and one far away. So when the place of the obstacles you just avoided change, the place of the buggy obstacles changes too, even if they are far away. It'll be resolved when I'll remove the moiré. @lkj no, I meant "collision detection works now" And yeah, I planned highscore, I just forgot to write it
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