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Introduce Yourself! / Re: Hi World
« on: January 12, 2011, 07:58:44 pm »
Welcome to Omnimaga!
Do you have any projects/games you're working on right now?
Do you have any projects/games you're working on right now?
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 541
Introduce Yourself! / Re: Hi World« on: January 12, 2011, 07:58:44 pm »
Welcome to Omnimaga!
Do you have any projects/games you're working on right now? 542
Axe / Re: [Help plz] Sprite allong a line.« on: January 12, 2011, 07:07:09 pm »sin and cos return -127 through 128 (or something like that)or if you know the angle the tank is shooting at, use sin(angle) as your y increment and cos(angle) as your x increment. *Facepalm 543
Axe / Re: [Help plz] Sprite allong a line.« on: January 12, 2011, 06:51:23 pm »or if you know the angle the tank is shooting at, use sin(angle) as your y increment and cos(angle) as your x increment. Wouldn't that get you a fraction? Or does it round well? 544
Axe / Re: [Help plz] Sprite allong a line.« on: January 12, 2011, 06:42:13 pm »
It's easy to derive the slope, true, but if you have a steep vertical slope, your object will end up skipping a bunch of pixels, possibly throwing off collision detection and
making the speed look irregular. If the tank isn't allowed to fire too high or too low, then you could probably just use an easier method and derive the slope of the line, increment the X value each loop, crunch the new Y value, then display the bullet. 545
Axe / Re: [Help plz] Sprite allong a line.« on: January 12, 2011, 06:37:53 pm »Crud, more complex stuff * Michael_Lee shrugs Yeah. It's fairly easy to make things go in straight lines, or 45 degree angle lines, but getting things to move at other angles and slopes without skipping a bunch of pixels isn't something I've managed to figure out in Axe.
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Axe / Re: [Help plz] Sprite allong a line.« on: January 12, 2011, 06:29:29 pm »Do you mean a user-defined line?umm... i think. Try modifying this: http://ourl.ca/4129/138496 547
Axe / Re: [Help plz] Sprite allong a line.« on: January 12, 2011, 06:17:51 pm »
This might not be the most efficient method, but try this:
Code: [Select] [Sprite data]->Pic1 You could make it move in a sort of diagonal pattern if you set both the X and Y values to differing numbers, though it'll skip a little... 548
Official Contest / Re: [BULLETIN] Cage Matches« on: January 12, 2011, 03:38:17 pm »
I'm going to have to decline on this one. I have to focus on studying atm, plus I have other projects I really need to start working on.
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Math and Science / Re: A "new" way of looking at the formula for the area of a triangle« on: January 11, 2011, 08:25:46 pm »There is a really amazing algorithm for finding the area of ANY closed shape, not just triangles, if you know the coordinates of all the verticies. For instance, take any pentagon with verticies (X1,Y1) through (X5,Y5). You can find the area by listing the pairs clockwise and making the first point appear at the end too: o.o That is awesome! * Michael_Lee memorizes
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News / Re: OS 2.55MP released« on: January 11, 2011, 06:59:20 pm »
Hmm, trying 2.55 now...
Insofar as I can tell, it doesn't seem to conflict with anything I have... 551
Axe / Re: What is wrong with this code? :(« on: January 11, 2011, 06:54:01 pm »
I think the main part of your problem is that in this line of code:
Code: [Select] If {PY*96+PX+(A*96)+GDB1+F}=1 I think you're trying to check bit by bit for the location of a wall, but when you access data using curly braces, it returns the value of the byte.Also, try closing your parenthesis - leaving them open in Axe can cause issues. Also, I didn't know that you could use variables created using more then one letter. Does that really work? 552
KnightOS / Re: KnightOS« on: January 11, 2011, 06:37:56 pm »
Out of curiosity, is 0x0000 a euphemism for death? Or does it have an actual meaning? /random
Also, what are the chances that the code for kernel maintenance being corrupted? 553
Axe / Re: I: VP tilemap help!« on: January 11, 2011, 06:22:37 pm »
2) You could try using the Horizontal and Vertical commands, then displaying only the necessary sprites to draw on the side that you need to fill. I think Runer's uber-optimized tilemapper uses that method, although I personally haven't had the fortitude to attempt coding such a thing...
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TI Z80 / Re: The 4th Dimension« on: January 11, 2011, 02:05:12 pm »
Hmm. Do you plan on adding two more characters with names starting with 'X' and 'Y'? /random
Seems interesting! |
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