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Messages - Matrefeytontias
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346
« on: June 06, 2014, 12:28:55 pm »
Well that's because the 83+ has fat pixels one thing I also thought of was drawing the hypothetic bullet's trajectory if it was shot, but then I thought it would be too easy (and it's not Worms's way to do, too). The problem is that to have different aiming lines for each angles you need a very long line. And that's not possible because it would quickly get clipped off the screen by Axe's line routine. A solution I found is saying "haha, that takes a bit of getting used to" and letting it that way Also yeah, there are 64 angles per quadrant, but only 128 are accessible anyway (you can't fire under yourself).
347
« on: June 06, 2014, 07:56:01 am »
Well, the point of [sto] and [ + ] is to be very accurate (they make the aiming line move 2° by 2° !), so making them holdable makes no sense. For the flipping things, well yeah I could do that Moving the camera alone is planned, I was just focusing on other things for now, and yeah [x,t,Θ,n] was the planned key. Indeed, [mode] is for debugging, it simply loads the next worm as active worm. You're not intended to touch it
348
« on: June 05, 2014, 05:38:23 pm »
349
« on: June 05, 2014, 04:34:52 pm »
Bump, I did it and updated the above package, so download it again if you previously did, sorry about that
350
« on: June 05, 2014, 03:13:32 pm »
Oh, well I guess you just have to throw it to Wabbitsign I'll do that, but you need to wait some time.
351
« on: June 05, 2014, 01:26:15 pm »
Well no, what do you want them to say ? Anyway, you should instead say that you added geometry functions, like lines, wireframe polygons and filled circles and ellipses
352
« on: June 05, 2014, 04:03:19 am »
Update, Following the new rules (no going out of the map by left or right), most bugs have been eliminated. Also, worms now die if they fall under the map, and both worms and projectiles are now free to fly above the map with no collision error or memory corruption I guess that's a release then. I lowered the number of teams to 2 for now, because it makes more sense to have 2 teams of 3 worms than 3 teams of 2.
353
« on: June 04, 2014, 06:15:11 pm »
Wow, that moved me. Really, great work.
354
« on: June 04, 2014, 04:11:04 pm »
"Phoenix right"... is that intended?
So you got it Aaaand let's get back ontopic. I want to learn Z80 asm to give KOS a shot, to see if it's fun enough.
What do you mean, of course it is
355
« on: June 04, 2014, 02:27:31 pm »
Okay so that becomes the official update thread again. Lately, many things were added, including : - A nightly build server has been set up, in cohesion with Git thanks to Jenkins (and thanks to Streetwalrus for the setup and Sorunome for the server). Downloading KnightOS from here will always give you the latest version : http://www.knightos.org/download/
- Filesystem routines have been added and updated : flush, listDirectory, closeStream, advanceBlock, openStreamWrite, renameFile (thanks to Vijfhoek), writeStream.
- Unsigned unrolled multiplication has been added (the ones from z80 bits, thanks to Vijfhoek), speeding several programs up.
- An issue with loadLibrary has been fixed, as well as killCurrentThread and listDirectory.
- Scrolling (down only for now) has been implemented in textview (the KnightOS text viewer).
- Nested directories support has been added to fileman (the KnightOS file manager).
- A KEXC opening sequence has been added to corelib, thanks to Vijfhoek. Meaning, the default system library can now open files, see if it's an executable and launch it if that's the case using an only routine "open". We hope to make it a general-purpose routine for all files and assign a number of extensions/actions to it.
- I added several vector-related routines and backface culling support to my fx3dlib.
- Various further fixes on corelib(open).
Screenshots of this progress (15 MHz) : Also, SirCmpwn started on a port of Phoenix - I don't need to tell you what is Phoenix right ? (6 MHz) EDIT : by the way, that should be moved out of the "Discontinued projects" board I think.
356
« on: June 03, 2014, 01:04:58 pm »
Why not just posting it here ?
357
« on: June 03, 2014, 12:56:25 pm »
For the whole screen, just play with the contrast. It's not possible with only a part of the screen, except by successively lowering the gray level of the screen (ie making white pixels light-gray, light-gray pixels dark-gray etc), which is a very cheap solution anyway.
358
« on: June 03, 2014, 12:01:16 pm »
I find nTropy2D very ugly (and thermodynamics-ish), so I'll go with n2DLib, as does the results of the poll say.
359
« on: June 03, 2014, 02:48:06 am »
Okay, I assumed that n2DLib was the name everyone wanted (it can be changed anyway), so I created a Github repo here : https://github.com/n2DLib/n2DLib/Feel free to submit pull requests if you have interesting things lying around. Also, Hayleia, you are invited to join both Github and the developers group
360
« on: June 03, 2014, 02:28:25 am »
Actually I forgot to check that box so I recreated the poll with this time the box checked.
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