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Messages - LincolnB

Pages: 1 ... 17 18 [19] 20 21 ... 77
271
Wow, that's pretty intense. It's like Pixel Purge (also on armorgames) but IMO Pixel Purge is a little better.

272
TI Z80 / Re: PAINT Image Editor (TI-83+/84)
« on: December 17, 2011, 09:30:19 pm »
Yeah, I just downloaded it and checked it out on Wabbit. It's very impressive, good job!

273
I got a 500 Internal Server error... ???

274
The Axe Parser Project / Re: Features Wishlist
« on: December 17, 2011, 09:25:07 pm »
Oops, I meant XOR. My bad, I modified the last post. XOR the sprite with 255 and do a Pt-On with that sprite. Although if you're logically altering L6 directly, AND logic should be good.

275
The Axe Parser Project / Re: Features Wishlist
« on: December 17, 2011, 08:15:47 pm »
well that's relatively easy to write a subroutine yourself, just Logically XOR every byte of the sprite with 255.

276
TI Z80 / Re: Grappler!
« on: December 17, 2011, 04:50:32 pm »
uh...I would PM BuilderBoy or leafiness0. I know how to do it in theory, but have yet to implement it.

277
TI Z80 / Re: Tag 2
« on: December 17, 2011, 04:38:04 pm »
I don't know, if I were you I'd end up ripping or Portal Prelude's button sprites. :)

278
TI Z80 / Re: Grappler!
« on: December 16, 2011, 11:14:48 pm »
That's a good idea :D

Would you reccomend pxltests or tilemap collisions?

Personally, I'd go for the pxltests, however you want to implement it. Leafy, the way I see it a problem with that way is that if you want to have really thin tiles, like a line, you might end up accelerating right through them.

279
TI Z80 / Re: Grappler!
« on: December 16, 2011, 11:10:48 pm »
Well, the thing about tilemap collisions is that it's harder to support things like slopes and really small tiles. In a tilemap based system, you collide with tiles regardless of whether or not you chose to display them.

280
TI Z80 / Re: Grappler!
« on: December 16, 2011, 11:09:14 pm »
Butts that's a pretty inefficient way, though. It means that the faster you go, the more checks it will take and the slower it will go.

Eh, it was the only way I could think of for purely pxl-test based collisions. I'm sure tilemap collisions are more efficient.

281
TI Z80 / Re: Grappler!
« on: December 16, 2011, 11:05:28 pm »
That's exactly what I tried! However it always detected a pixel as tragically failed. I thought I was using the wrong strategy. I guess I was right!

I still have that code commented out in grappler, so I'll tweak untill I give up or fix it.

In other news, this has been my 1000th post!

Haha this is my first ever working attempt at accurate collision detection. I have seriously tried >9001 times.

282
Axe / Re: Axe tile mapping! HELP!
« on: December 16, 2011, 10:54:13 pm »
Parser, I think you just forgot to clear the screen every frame before you draw everything. You're probably getting gobbledy gook all over the screen when you try and scroll?

283
TI Z80 / Re: Grappler!
« on: December 16, 2011, 10:52:46 pm »
Parser's right ^

284
Axe / Re: Axe tile mapping! HELP!
« on: December 16, 2011, 10:50:54 pm »
I think you forgot a line, S/8-1->H

*sniff* makes me so happy, seeing people use my code.

EDIT: Ninja'd. And I was wrong the first time anyways :P

285
TI Z80 / Re: Grappler!
« on: December 16, 2011, 10:46:15 pm »
Can you explain how that works?

So I have two subroutines, MoveX and MoveY. Each of these moves the character as far as the [velocity variables] dictate, stopping the character and zeroing the [velocity variables] if there's a pixel in the way.

Basically, I have a loop set up that loops from 1 to however large the [velocity variable] is (negative values of the [velocity variable] made things a little complicated, but it wasn't too bad). Inside this loop is another loop that goes from [zero] to the [height of the sprite] minus one, doing a buttload of pxl-test commands to see if there's anything in the way. If there's anything in the way, stop the MoveX or MoveY routine, and move the character position as far as they can (up to a point) without hitting something.

It looks kinda like this: assuming X is the X_COORDINATE and D is the X_VELOCITY. Pretend that X_VELOCITY is positive (so the character moves down). Assume there's no inflation, and X_VELOCITY (D) is 3, so the character can potentially move 3 pixels in the downward direction, and this is written out in non-loop form (which is highly impractical but demonstrates the concept fairly well).

1. Look to see if there's any filled in pixels in the 8-pixel-wide row directly beneath the character (assume a rectangular character).
2. If there's none, move the character one pixel down, and repeat step 1 until you've already gone as far as you had the potential to go (You don't want to go fifteen pixels, you want to go three, because X_VELOCITY is three, and X_VELOCITY is the maximum number of pixels your character can move in a frame.
3. If there are any, stop moving the character. Return from the subroutine, get on with the rest of the game logic and whatnot.

That probably didn't make much sense. But hopefully that^^, coupled with studying the source code of my engine, will help you.

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