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Messages - LincolnB
Pages: 1 ... 12 13 [14] 15 16 ... 77
196
« on: February 20, 2012, 11:37:59 am »
True, I need to try that one again and check updates soon when I have more time. It was rather scary lol.
I think most of Portal is now developed by Buttsfredkin, though.
Well, actually all I did was get the project rolling again (although it seems now that not much progress is being made) and I wrote the level editor. It's in Builderboy's hands now, so I don't really know what's going on here.
197
« on: February 20, 2012, 11:35:55 am »
Well, idk if I'm going to make a full fledged game out of this. I'm kind of "moving on" to computer programming in C and SDL more, although I won't stop programming in Axe, these days I'm mostly just messing around with ideas I like, and graphical effects.
198
« on: February 14, 2012, 11:08:10 pm »
Yeah, basically. But it only draws about ten-fifteen lines, and it draws a 7*7 sprite instead of a single pixel. Also, I do ClrDraw, then draw the beam, then DrawInv, and then I draw the map.
199
« on: February 14, 2012, 10:57:35 pm »
Ok, so basically the flashlight drawing part loops through various degrees (180-210, 150-180, etc) and taking the sine and cosine, and drawing a bunch of individual lines based on that.
That probably didn't clear anything up. Source code! compiled with Axe 1.1.1, and yes, you need the appvar for the source but not for the executable. Oh and KRAYSRC is the one to compile.
200
« on: February 14, 2012, 05:28:45 pm »
Hey, I spent the last coupla days messing around with the idea of raycasting, and came up with something that, while looks very different, is in reality moderately similar to a first person view type of game. I'm not really planning anything big for this. If you want the executable, or the source, or an explanation (kind of a headache), just let me know and I'll hook you up.
201
« on: February 14, 2012, 05:15:00 pm »
Do you think you could make the 2 in Swords 2 look better? on the main screen.
202
« on: February 14, 2012, 05:11:18 pm »
Don't cry that it's over, smile because it happened. You had a good run, much luck with your future.
203
« on: February 07, 2012, 09:43:01 pm »
Wow, you guys need to quit coming out with so much stuff! I have too many cool things to catch up on!
IKR new axe programs are popping up all over the place these days!
204
« on: February 07, 2012, 04:53:45 pm »
Oh, sorry I thought speed up and speed down tiles were the same thing as the launchers.
205
« on: February 07, 2012, 04:53:13 pm »
For comparison, here's a table of the time the routine you posted takes (with minor fixes, because it didn't work) versus my crazy new code.
| | Old routine | | New routine | Horizontal scroll cycles | | 155500 | | 48500 | Vertical scroll cycles | | 184000 | | 22500 |
How did you measure this?
206
« on: February 06, 2012, 07:09:10 pm »
oh yeah, I guess, I haven't really made them tiles, I just added a few more bytes onto the end of each level.
Then you wouldn't need to get rid of the launcher tiles, would you?
207
« on: February 05, 2012, 06:40:24 pm »
Press A repeatedly, upwards of 60 times per second. Unplugging the TV, swearing, and throwing sharp objects works too.
I have no problems.
208
« on: February 05, 2012, 06:38:35 pm »
Hm...If I were you, I wouldn't make the moving platforms tiles, necessarily, maybe seperate objects. That would be easier to allow smooth platform movement.
209
« on: February 05, 2012, 06:35:18 pm »
Hm...I might be interested. Depends, put me down as a "sure why not"
210
« on: February 03, 2012, 07:12:04 pm »
Well I was thinking like something like in Base 671. Arrows to steer, two buttons for forward/reverse, and a button to shoot.
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