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Messages - Wellen
31
« on: October 18, 2011, 06:26:14 am »
What do you mean by drawing the whole map? Do you mean by drawing entire tilemap data instead of only displaying 12x8 portion of the map?
I think so, and that's what I was doing, too ^^
32
« on: October 18, 2011, 06:17:38 am »
Oooh great ! That's the problem I have with Lost : my maps get bigger and bigger and the game also slower because I draw the entire map every frame... I'm currently searching for a way to draw just the rows and columns I need (so 8*12), the most tricky part is to calculate the position of the top-left corner, compared with the pointer of the map... For the row-position : simple : Y(incremented or decremented with getkeys 1 and 4) * (the number of columns of the entire map)->B For the column-position : a little bit harder, I think something like (number of columns) - X(incremented or decremented with getkeys 2 and 3)->A and finally the location compared with the pointer could be this {B+A+GDB0} But I'm not sure at all, I haven't tried this on my calc yet, but you can
33
« on: October 17, 2011, 02:58:32 pm »
Haha ! Still using 0.5.0
34
« on: October 17, 2011, 08:53:07 am »
C'est farpait comme ça Première impression : tes variables A et B ne sont pas initialisées c'est normal ou pas ? C'est peut être pour ça que quand tu les envoie dans ZIP, et qu'elles valent n'importe quoi, y a peu de chances que ça rende bien.
35
« on: October 16, 2011, 04:15:33 pm »
Oh, sorry -_-" Forgot to mention that the password is in fact 6 numbers...not letters. So it's not really called 'password' but 'code' yeah ? Didn't thought about that, sorry again.
But I could make a math-trick like a simple multiplication or something ?
36
« on: October 15, 2011, 04:30:03 am »
Cool ! How long will one chat last ?
37
« on: October 14, 2011, 12:48:43 pm »
You can, but you would have to draw two sprites per byte :
How does my GDB look like then?
Like u said : One line of 12 tiles [010101010101010101010101 becomes [111111111111 Instead of having [XX](understand [03],[10],...) for one tile, you'll have [XX] for two tiles. It reduce the number of different tiles from 255 ([00] to [FF]) to 16 ([0] to [F]) ; so that's if you don't have too much different tiles and you want to optimize the space. If you have >16 different sprites, Hayleia's method is cool too. Tell me if you didn't understand my bad english, but I think I'm right
38
« on: October 14, 2011, 09:57:35 am »
You can, but you would have to draw two sprites per byte :
39
« on: October 14, 2011, 09:43:06 am »
you could encrypt it using some random code (that of course is stored in the appvar) What do you mean with 'random code' ? (I'm French, didn't understand exactly, sorry ) also: -/...././/--./.-/--/. translated: THE GAME I used to knew the morse alphabet, forgot it
Well done ! You lost, tho
40
« on: October 14, 2011, 07:00:40 am »
I'm working on a little project for the zContest (i'll make a thread soon ), that requires a password, stored in an appvar. I'd like that appvar to be protected (so that you can't guess what is the password when you're reading it). How could I do ?
41
« on: October 14, 2011, 01:02:43 am »
42
« on: October 13, 2011, 04:00:02 pm »
So, how do you get a 'µ' ? With holding shift a the same time ?
43
« on: October 13, 2011, 02:54:50 pm »
and there is sometimes a µ at the end of my line becouse that key is next to the enter key nd i sometimes accidentaly press it.
Me too, but with the * key (azerty FTW)
44
« on: October 13, 2011, 03:49:20 am »
For me, guitar always becomes guiatr (and also in French, guitare>guiatre)
45
« on: October 12, 2011, 09:34:56 am »
I am correct.
You're wrong 2411: Instead of digging through nested spoilers, you just click "Quote". 2412: You use the "Modify" button instead
2314:You force people to not abuse their powers.
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