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Messages - Quigibo
Pages: 1 ... 72 73 [74] 75 76 ... 135
1096
« on: July 09, 2010, 02:19:12 am »
Builderboy, have you decided on an entrance/exit between each level? Is it always going to be a 'suddenly appear' entrance and a 'walk off the screen' exit or do you plan to do something more elaborate kind of like what you did in shift?
1097
« on: July 08, 2010, 06:11:26 pm »
Even in the event of a win, that doesn't mean that's the feature I'm going to work on. This just gives me a sense of what people want. Unless there is a mass majority, I'm just going to do what I feel is most essential, or in some cases, whatevers easiest
1098
« on: July 08, 2010, 03:52:46 pm »
I know the circle can be used for cool effects, but what I'm thinking is that its far more useful for a circle to disappear with a small radii than it is for a random effect to occur. The first would be used far more often, and using the min() command each time would be a hassle and increase the code size.
1099
« on: July 08, 2010, 05:32:03 am »
This isn't actually a bug report since the feature is not out yet, but I thought it was interesting enough to mention. I finished writing the circle drawing routine, but I did not add checks for negative radii. I figured it would see the number as an unsigned number and thus not draw anything because it would all be outside the screen. Instead, I got this result, it appears to be some kind of anti-circle which actually looks awesome. But I still think I'm going to get rid of it and just do the check for bad radii values so this won't happen accidentally. But I still can't figure out why this happens, I'm just using a very standard midpoint algorithm, its so weird...
1100
« on: July 07, 2010, 07:02:55 pm »
I'm still debating that. Using the rectangle command to draw lines would be about the same speed anyway so I might just leave it at that to draw a rectangle with width 1.
The Rect() command is using the ref() token since that puts it in the catalog alphabetically. Its easy to use and it takes as arguments the X,Y of the upper left corner followed by the width and height of the rectangle respectively. Making the width or height 1 allows you to draw fast vertical or horizontal lines.
I'll try to extend more of the current drawing commands to the backbuffer as part of this geometry overhaul. EDIT: I'll reset the poll now since I'm well into the geometry stuff.
1101
« on: July 07, 2010, 01:36:27 pm »
@Art_of_camelot Are you sure your link port is working? Its coming out of both speakers on my calc and on the emu.
1102
« on: July 07, 2010, 01:33:14 pm »
No, the labels are completely separate. Maybe send me the source or executable of the one where it doesn't work right and I can do a disassembly to figure out what the problem is. There's definitely a possibility that it's a bug.
1103
« on: July 07, 2010, 05:05:24 am »
Yeah, that's because all numbers, no matter how big X or Y are, are going to be exactly the same number when divided by zero. That means they will also all have the same modulus too, which I believe is 7 if using ^8. Even if you went out to the 65535th pixel in any direction, the background will still never shift.
1104
« on: July 07, 2010, 03:49:59 am »
In Axe, it only updates the progress every 256th parsed expression. Do not update it any more frequently than that! If there is anybody who has used Axe Parser since 0.0.1 you may remember how slow it was when I used to update after every expression... displaying the progress was literally taking up more than 95% of the CPU.
1105
« on: July 07, 2010, 03:28:25 am »
Axe CAN divide by zero!!!!! Dividing by zero causes the value to always be 65535 which means that the background will be completely stationary and have no scrolling whatsoever. This is one of those things I love about Axe. There really are real life situations where you want to divide by zero and it does have legitimate uses.
1106
« on: July 07, 2010, 03:20:29 am »
Kerm's player is able to play notes by simultaneously using both both left and right speaker in the link port. This is something I could do, but I prefer to keep them on both channels at once because its just simpler.
Also, I have the filled rectangle working almost now, I just have to optimize the routine a little bit more. Its fairly large, a little larger than the line drawing routine but still smaller than the sprite drawing. However, to save space I am not doing clipping so if it cannot fit the rectangle on the screen, it will just not draw anything.
1107
« on: July 07, 2010, 01:32:21 am »
It works both ways. Don't forget to reinitialize the appvar pointer if you have created any new ones becasue then the data could have been moved around somewhere else.
1108
« on: July 07, 2010, 12:22:05 am »
By the way, I think it would be cool to have the parallax scrolling 3 or 4 times slower than the foreground instead of 2 times becasue when you go at the maximum speed it kinda gets blurry on the calculator. This would also make it seem like the background is further away in the distance and would be less distracting (although I think you mentioned that the distraction can be used as an intentional way to increase the difficulty when the tiles are similar)
Great game so far. I wish you good luck with the new parallax engine.
1109
« on: July 06, 2010, 09:50:42 pm »
Yeah, I was referring to what Madskillz was talking about, I am aware that the strings continue vibrating afterward.
I am thinking of expanding my midi converter to handle Type 1 but I don't want to spend my time on that right now. I am currently working on the most difficult part of the geometry drawing for Axe right now: The filled rectangle. And it is really torturing me.
1110
« on: July 06, 2010, 05:38:22 am »
It would be a very cool feature to have it do both compiling and disassembly. Even if the disassembler is done very simply without creating local labels or anything complicated like that, it would still be very useful.
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