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Messages - Matrefeytontias

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481
TI Z80 / Re: Limbo
« on: March 17, 2014, 07:10:43 pm »
Bump,
How's that going? :)

482
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: March 16, 2014, 08:14:45 pm »
Bump,

Bazooka now destroys things ! :D That also means I now have a new mechanic to easily damage the map.



EDIT : no need to tell me about the damage-displaying bug, I noticed <_<

483
TI Z80 / Re: Maybe that will become a demo
« on: March 16, 2014, 05:08:29 pm »
You suppose well :P I also did a random WVLine.

484
TI Z80 / Maybe that will become a demo
« on: March 16, 2014, 04:36:45 pm »
Quote
<Hayleia> post it post it post it
<Hayleia> (then I'll tell you I never asked you to post it :P)

Hayleia forced me to post that (now you can't deny it :evillaugh:).

I wanted to see if I could still make a triangle filler with Axe. It appeared that I could, so I remembered that old 90's 83 demo saying "the first filled vector on calculators". So heh, here's another one. I also wanted to make an "old video recorder" effect on the screen.

So this will probably be a part of a demo, maybe yes, maybe no, we'll see.



As always, 6 MHz, not using Full, blablablah.

485
TI-Nspire / Re: nGL - a fast (enough) 3D engine for the nspire
« on: March 16, 2014, 11:00:56 am »
This looks soooo cool :D Is it compatible with monochrome calcs ?

486
Axe / Re: Axe Q&A
« on: March 14, 2014, 02:07:31 am »
I guess it's because it's not the way the creator of Ion intended the Ion header. Try inputting an Ion header with an image with Asm( and see if it works.

487
Axe / Re: Axe Q&A
« on: March 14, 2014, 02:00:58 am »
The Ion header is just a jump to label followed by a description IIRC. So if you add an image after the said description, I'm pretty confident MirageOS will display it.

488
TI Z80 / Re: Limbo
« on: March 13, 2014, 05:04:21 pm »
Of course you can. In Axe, all expressions are numbers.

489
TI Z80 / Re: Fullrene
« on: March 13, 2014, 03:02:04 am »
Yes I mean making $C000-$FFFF non-executable. Apparently TI-Connect only wants it this way. And well, we can't know until we try.

490
Axe / Re: Axe Pseudo-physics help?
« on: March 11, 2014, 02:32:54 pm »
Okay so I've never done that before, but I gave it a quick think and that's what I thought of.

Let's say you have a curved surface sprite that is 16 pixels wide. Let's make it look like this :



Now you have to build a 16-entries normal angles table. By that I mean a table that will hold 16 values, one for each X coordinate on the sprite, and which will represent the normal angle of the pixel on that coordinate. I don't think you have to calculate them, just guess them based on what you see. Of course, they had to be in the range 0-255 and not 0-359.



Using these angles requires all of your velocities to use polar coordinates. That means that your ball will not have X, Y, VX and VY coordinates (VX and VY being velocity amount for X and Y coordinates), but X, Y, VR and VT coordinates. X and Y will be your ball's coordinates on the screen, like you always used them, but VR and VT will be the polar coordinate for your velocity vector - respectively the length and the angle.

When you hit a pixel - I'll let collisions to you - just grab the X coordinate of the pixel relative to the start of the sprite, get the corresponding angle in the normal angles table and apply symmetry with the velocity angle - I think you'd do velocityAngle += (pixelNormal - velocityAngle) * 2. Then that should be good.

Of course you will have to write the code to handle polar velocity. You might want to apply trig on the angle and multiply the result by the length, to add both results (X and Y) to the ball's coordinates.

491
Humour and Jokes / Re: Weird/funny pictures thread
« on: March 10, 2014, 05:29:06 pm »
That'll make over 9000 elements :trollface:

492
Humour and Jokes / Re: Weird/funny pictures thread
« on: March 10, 2014, 05:25:16 pm »
That.

493
TI Z80 / Re: Text Box System Module - Brass
« on: March 10, 2014, 03:53:03 pm »
Looks like a very robust system ! :D I can't stop thinking of an OpenOffice-like program ;D
[...]
Erm, there is already DCS's text editor.
Well heh, it requires DCS. I usually don't even have 16384 bytes of free flash.

494
TI Z80 / Re: Text Box System Module - Brass
« on: March 10, 2014, 01:47:59 pm »
Looks like a very robust system ! :D I can't stop thinking of an OpenOffice-like program ;D

Suggestions : would it be feasible to have different text sizes ? Embedded images ? Scrolling text for larger-than-screen document viewing ?

495
TI Z80 / Re: [Axe] Worms - name subject to changes
« on: March 09, 2014, 04:04:13 pm »
I won't change the sprite due to lots of them being used by a single worm for animation, but I can instead draw an outlined box around the active worm. I don't want to add grayscale in order to keep the game at at least 20 FPS (is currently the case).  Also yeah, I'll just do smooth camera moving if the next worm is already visible.

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