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Messages - LincolnB
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406
« on: November 11, 2011, 10:37:54 pm »
Well, I have a coupla other projects going on right now, so I'm not actively working on it, but when I do pick it up, I think I'm going to make it less of an Arena game and more levels-based. Still lots of enemies, but also maze like levels with switches and powerups and whatnot.
407
« on: November 11, 2011, 10:36:44 pm »
oh, ok. Thanks.
408
« on: November 11, 2011, 09:52:31 pm »
Amazing I'm so pleased you got all of these things working this easily! That was EXACTLY the goal I had in mind when making Zedd, making it super super easy for people to make physics based games. ^^ Excellent job!
haha thank you. And hats off to you for making this engine! Wow looks nice, I wonder how easy it would be to make a full game? How large is it by the way?
The first one is 4165 bytes, the second one is 5151 bytes, and the third one is 3430 bytes. They're all accompanied by a 768 byte appvar with screen data (not necessary, but looks prettier)
409
« on: November 11, 2011, 09:49:13 pm »
No the spike is a tile, but you treat it like a zero (I'm assuming you won't want to do what I did because it's a bit slow and complicated)
And what do you mean by graphical masking effects? I draw the entire tilemap once, store it to L3, and use RecallPic every frame.
Oh, by graphical masking effects I meant like stuff in this thread, but I guess you're not doing that, nvm.
410
« on: November 11, 2011, 08:10:09 pm »
oh, so the spike isn't actually a tile, it's just a zero in the tilemap?
And also, how do you do the graphical masking effects? I just have a 768 byte appvar in archive that I read from and copy to the buffer every frame, but that's really memory expensive.
412
« on: November 11, 2011, 07:09:04 pm »
I've spent the last four or five days screwing around with Zedd Physics Library, and I have to say, I really really really like it. It's SO EASY! What I've made so far, in less than a week, would normally have taken months, literally, and it still wouldn't have worked right. It took me exactly two days to figure out how to configure tilemaps, write a good tilemap masking program, and add objects. Oh yeah, and in a blatant Graviter-rip off move, I added gravity switching. So I got bored with that, so I figure out ropes, moving platforms, and a full buoyancy simulation, with a pool of water on the bottom here. Two more days work: And then I got bored in physics class earlier today, so I made this 3d looking thing that's kinda dumb but whatever, I'll post it anyways. Yep, there ya go. PM me if you want the executables or the source. Btw, Builderboy or leafiness0, I want to significantly decrease the elasticity. How would I go about that?
413
« on: November 11, 2011, 06:49:20 pm »
Well, I have a spike tile implemented (solid ground is 1, spikes are 2), and right now it's just registering the spikes the same way as solid ground. I'd like to make it so the spikes kill you when you touch them.
414
« on: November 11, 2011, 05:01:41 pm »
Question: how do you do spikes with Zedd?
415
« on: November 11, 2011, 05:00:28 pm »
haha yeah I guess so.
416
« on: November 10, 2011, 10:48:07 pm »
Okay, so basically you have a variable representing how much your character has rotated. I'll use F. You have two variables for position, X and Y, and two variables for direction, D and E. And you have a jump table (just a bunch of data organized in an optimized way) stored in GDB1.
.jump table goes here Data(-3r,0r,-2r,-1r,-1r,-2r,0r,-3r,1r,-2r,2r,-1r,3r,0r,2r,1r,1r,2r,0r,3r,-1r,2r,-2r,1r)->GDB1
.vars .facing left (0) 0->F .start at 10,10 10->X->Y .not moving 0->D->E
.let's get this party started Repeat getkey(15)
.2nd moves forward If getkey(54) X+D->X Y+E->Y End
.Alpha moves backward If getkey(48) X-D->X Y-E->Y End
.turning right If getkey(3) F++ If F>11 0->F End End
.turning left If getkey(2) F-- If F<<0 11->F End End
.put the directions from the jump table into D and E {F*2+GDB1}->D {F*2+1+GDB1}->E
.draw the dude ClrDraw .who is a circle Circle(X,Y,2) .(a small circle)
.draw a tail Line(X,Y,X-(D*3),Y-(E*3))
Dispgraph
End
That should work. If you want to make your own sprite table so your character isn't just a circle, you can draw some sprites and put a pointer to the start of the data in, let's say, Pic1, and you can use this:
Pt-On(X-4,Y-4,F*8+Pic1
(it's X-4,Y-4 and not X,Y because you want to center the sprite)
417
« on: November 10, 2011, 10:33:46 pm »
usually, for betas, PMs or regular email work the best. IMO
418
« on: November 10, 2011, 10:33:06 pm »
probably cry, and then move on and buy a new one and download Portal again.
419
« on: November 10, 2011, 05:21:27 pm »
hm, if anyone's interested, I can post some code for a possible implementation of a rotation movement engine, something like the one in Base 671 (look in my sig)
420
« on: November 10, 2011, 05:20:19 pm »
haha if anything they were....original. New. Weird. Nothing like them.
whatever. If you need help with Zedd, give me a shout.
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