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.
Messages - Xeda112358
Pages: 1 ... 101 102 [103] 104 105 ... 317
1531
« on: November 25, 2012, 12:54:30 pm »
Plus, since this contest is going to be over in a few weeks, you might want to focus on making the game awesome with fewer graphics as opposed to less awesome and more graphics Do you have any walking code done yet or some kind of map system?
1532
« on: November 25, 2012, 12:49:51 pm »
Hmm, so it will be a real time kind of thing? That would be interesting >.> Which language do you plan to use?
1533
« on: November 25, 2012, 12:48:15 pm »
Hmm, I am not good with sprites, but one piece of advice I have is not to get hung up on sprites! I typically make graphics my last priority. Once the game is mostly done and playable, then you should add in the graphics
1534
« on: November 25, 2012, 12:45:24 pm »
I won't be able to help, I am also in the competition I don't mind helping with some stuff, though, if it is allowed I am more interested in seeing a cool game made
1535
« on: November 25, 2012, 12:43:42 pm »
Cool, thanks yeong!
1536
« on: November 25, 2012, 12:42:57 pm »
Complex numbers are of the form a+bi, where i is located at [2nd][.]. If you aren't familiar with complex numbers, here is a quick rundown:
i^2=-1 So if you do (3+2i)(2+i)=6+3i+4i+2i*i=6+7i+2(i^2)=6+7i-2=4+7i. On the calculators, complex numbers can be used and they use 9 more bytes than a real number. Likewise, complex lists use about twice the memory as a real list. However, the advantage is that you can store multiple pieces of data in one var. real(4+7i) will return 4 and imag(4+7i) will return 7.
1537
« on: November 25, 2012, 11:18:10 am »
That was the same issue I had I thought it was working until I realised my string was still 64 long as well Also, I edited my post above if you are interested in using a list or number for your sprite. It would also be pretty easy to create a tool to give you value for the sprite, too. An example list or number is: {2172731964,1010991489 or 2172731964+i1010991489 This means you could store a bunch of 8x8 sprites to a complex list and each element is its own sprite.
1538
« on: November 25, 2012, 10:58:06 am »
For(A,0,7 ;Changed For(B,1,2 ;Changed inString("0123456789ABCDEF",sub(Str2,2A+B,1))-1 ;changed to 2A, not 4A For(E,1,4 Ans/2 If fPart(Ans Pxl-On(Y+A,X+4B-E iPart(Ans End End End
That's it EDIT: Forgot to change the 4A to a 2A EDIT2: Just for a bonus, though the sprites are kind of a bother to make for this method, this will let you draw 8x8 sprites using two elements in a list: For(A,1,2 L1(A For(B,4A-4,4A-1 For(C,0,7 Ans/2 if fPart(Ans pxl-On(Y+B,C+X iPart(Ans End End End
Or if D is a complex number, with the real part being the upper 4 rows and and the imaginary part being the lower four rows: For(A,0,1 real(Di^A For(B,4A,4A+3 For(C,0,7 Ans/2 if fPart(Ans pxl-On(Y+B,C+X iPart(Ans End End End
1539
« on: November 25, 2012, 10:21:24 am »
Should we post updates and screenies, or should we avoid that? I posted a screenie and I notice that the others have, too, but I am wondering if I should not post anymore?
1540
« on: November 25, 2012, 10:17:41 am »
Matrefeytontias: That looks quite beautiful for the opening scene o.o
1541
« on: November 25, 2012, 10:14:31 am »
TheMachine02, that is awesome It looks like I am going to have to do something crazy if I want to top that o.o
1542
« on: November 25, 2012, 10:11:29 am »
>.> That backstory could make for a very interesting game with plot twists. I wish you luck!
1543
« on: November 25, 2012, 09:01:07 am »
Feel free to use it and modify it (you can change it to do different sized sprites).
1544
« on: November 24, 2012, 09:01:14 pm »
Like this: If Str2 is your 16x16 hex sprite and the coordinates are (X,Y): For(A,0,15 For(B,1,4 inString("0123456789ABCDEF",sub(Str2,4A+B,1))-1 For(E,1,4 Ans/2 If fPart(Ans Pxl-On(Y+A,X+4B-E iPart(Ans End End End
It isn't too fast, but it works well enough. In this way, a 16*16 sprite takes 64 bytes, but if I had used a list instead, it would have taken 72. It would probably be faster using an 8 element list (where each element handles two rows of pixels), but the hardcoded data would be larger in many cases.
1545
« on: November 24, 2012, 07:57:14 pm »
Each element in a matrix uses 9 bytes, so I would suggest storing multiple pieces of data per element. Maybe you can use a list of 18 elements for the tilemap and each element has a 31-bit number for the data in each row. I might have to do that myself >.>
EDIT: Also, my sprite drawing routine is pure BASIC, so it takes about 5 seconds to draw a 16x16 sprite using hexadecimal.
Pages: 1 ... 101 102 [103] 104 105 ... 317
|