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Messages - Matrefeytontias
Pages: 1 ... 43 44 [45] 46 47 ... 133
661
« on: January 03, 2014, 04:32:40 pm »
Bump, sorry for triple-post but Screenshot ! It's 15 FPS at 6 MHz btw
662
« on: January 03, 2014, 04:27:57 pm »
Helloes cking1, welcome to Omnimaga
663
« on: January 03, 2014, 03:59:32 pm »
I finally had clipped segment connections working ! And it's not even slow ! That means, I now have an actual solid 3D tunnel, this time including the "diagonal lines" you guys were asking for I'll post a screenshot in a few
664
« on: January 02, 2014, 05:32:59 pm »
Thanks ^^ Also, small update + actual release I corrected the bug ben_g mentionned, added the crappiest menu ever seen in the world and highscore with SMC, and I used Keoni29's font to display the score, which made me gain 1 FPS - from 27 to 28 Download the actually up-to-date version on ticalc : http://www.ticalc.org/archives/files/fileinfo/457/45784.htmlEDIT : sorry parserp I didn't see your post ^^' I refer you to my sig
665
« on: January 02, 2014, 04:24:54 pm »
Happy new year ! Bonne année ! ¡ Féliz nuevo año ! Classical, but I can only speak these languages
666
« on: January 02, 2014, 03:28:23 pm »
/256 is 3 bytes (6C2600) and /2 is 4 bytes (CB3CCB1D if I remember correctly). Do the calculation yourself. And 0 is like /256*256.
667
« on: January 02, 2014, 08:31:31 am »
or you're involved in an admin fight in your already established forum
lol i dont intend to, imagine matref kicking me out
What ? I'm not admin and I don't intend to kick anyone out
668
« on: January 02, 2014, 06:58:07 am »
It would be hard for a variable to get to 65565, but yeah, I get what you mean, if X increases too much, then it will come back to 0 at an unexpected time (due to 65536 not being a multiple of 96) and the sprite will jump. Maybe there is also a problem when Y>255, then Y+r2>255 and Y+r2 and 63>255 (and only affects the lower byte).
Simpler, if one tries to set -1 to X. It becomes 65535.
669
« on: January 02, 2014, 05:33:53 am »
I'll say it when everyone will have his code posted
670
« on: January 02, 2014, 05:31:53 am »
It's scary to notice that although I couldn't get down 329 compiled, I see an optimization in both of your codes
671
« on: January 01, 2014, 12:47:23 pm »
Absolutely not. I might consider taking it back some day, but that won't be before a long time.
672
« on: January 01, 2014, 12:33:32 pm »
Wow, that's one good-looking demo ! What characters do you superpose to get this tilemap ?
673
« on: December 31, 2013, 08:32:02 pm »
I can add that yeah. Not that popup thing which is a bit overkill IMO, but I'll add highscore + pseudo-menu.
674
« on: December 31, 2013, 01:17:35 pm »
What would be in it ? Start / quit ? no use for a menu.
675
« on: December 31, 2013, 11:07:39 am »
I'll include segment connections in the other game. I wanted this one to be fast-coded, kinda as a proof of concept, and segment connections are not clipped yet. But that'll definitely be done in a more complete game.
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