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Messages - Michael_Lee
Pages: 1 ... 40 41 [42] 43 44 ... 70
616
« on: December 26, 2010, 06:54:39 pm »
Glad to see you. Also, DJ Omnimaga has temporarily stepped down from his position as admin - he is taking a break and is a normal user for now.
617
« on: December 26, 2010, 02:05:15 pm »
Lulz, it seems everybody wants one.
Also, the new line commands are fast. Kudos for that!
618
« on: December 26, 2010, 02:00:17 pm »
Well, holy crap. I wanted to see how fast Axe 0.4.7's new line commands were, so I compiled a version I had on the computer using both Axe 0.4.6 and 0.4.7 (see screenshots below) If this is how the speed is like even without me fully using the new commands of 0.4.7... My motivation just went up by over nine thousand.
619
« on: December 26, 2010, 11:30:59 am »
I got this lovely new Kindle that I am browsimg and typimg on right now! I'm not very good at typing on it yet, though (I keep pressing 'm' instead of 'n'). 16 level grayscale is surprisingly awesome!
@ScoutDavid: sorry to hear that. Was it just a bad year, or something else?
620
« on: December 26, 2010, 11:21:56 am »
If you wish, I am also available for testing services. I have a bunch of small programs I can test Axe 1.0.0 on, plus several larger projects I'm workimg on, although they aren't probably as large as some of the other projects mentiomed here yet.
621
« on: December 24, 2010, 07:02:49 pm »
Both methods are the same thing, just explained differently, I think.
622
« on: December 23, 2010, 07:37:22 pm »
Blast and damn.
How come using Pt-On routines clip gracefully? Is there a difference in routines? Is there a way to make a bitmap act more like a sprite (in terms of briefly going off screen)?
623
« on: December 23, 2010, 07:32:22 pm »
I decided that I wanted to try using bitmaps, so I wrote this sample program using a simple 16x8 (or is it 8x16? Hmm...) black bitmap.
[0810FFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF]->Pic1 10->X->Y
Repeat getKey(15) getKey(3)-getKey(2)+X->X getKey(1)-getKey(4)+Y->Y
Bitmap(X,Y,Pic1) DispGraph ClrDraw End
It works fine so long as the bitmap is contained within the screen (there was some jaggedness when I was recording -- that's probably Wabbitemu), but if I try to move the bitmap below the bottom of the screen, it glitches and throws a RAM clear.
It looks worse oncalc and on Wabbitemu, but I don't think the full bizarreness was captured by Wabbitemu.
Is this supposed to happen?
624
« on: December 23, 2010, 01:14:06 pm »
Erm, what is a 't-state', and how exactly did you arrive by those numbers?
625
« on: December 23, 2010, 01:09:34 pm »
Yeah, I remember that. That was one of the more inexplicable 'bugs' I had encountered while making my minesweeper game.
But nevertheless:
If A If B Do stuff End End
or...
If A!=0 and (B!=0) Do stuff End
Which is faster, given A and B are usually both true?
626
« on: December 23, 2010, 01:01:05 pm »
Follow-up question to this: http://ourl.ca/4050/155915What if both A and B had a high chance of being true at the same time? Then would If A If B Do stuff End End
still be the fastest way to evaluate it?
627
« on: December 22, 2010, 05:51:03 pm »
That should work, as long as you put that code after you create the floor/obstacles, but before you create your sprite. (By create, I mean use Pt-On)
628
« on: December 22, 2010, 05:41:37 pm »
Wait, adding more? I don't think you need to add more, just shift the locations a bit.
As long as any surface you encounter is 8 pixels wide (or more), the locations of the pxl-Tests I gave earlier should be enough to cover everything. (Of course, if you plan on adding surface areas less then 8 pixels wide, then more would be needed)
629
« on: December 22, 2010, 05:35:20 pm »
No, not really, what if you were inching forward very slowly on a platform...
# # XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX # # @@@ @@@ @@@ @@@ @@@
Then you would fall off, and through the platform.
630
« on: December 22, 2010, 05:26:45 pm »
That depends. Assuming that the floor won't be flat 100% of the time, and assuming that you can run into things unless you jump, you'd probably need 3 pxl-Tests. If it's possible to jump up and hit a ceiling (which could also be uneven), then 4 pxl-Tests
# # XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX # #
If the X's are your sprite, then the # would be where the pxl-Tests should probably be given your current setup.
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