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Messages - dinosteven
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136
« on: October 25, 2012, 09:36:03 pm »
*bump
:375->T :Repeat T=0 :T-- :RectI(76,12,8,50)^r :Rect(76,62-(T*2/15),8,T*2/15)^r :End
It leaves some residue; please tell me how to fix this!
137
« on: October 11, 2012, 08:51:58 pm »
138
« on: October 08, 2012, 11:48:36 am »
I clear the buffer with [ClrDraw^rr] so it clears both. What it's supposed to do is erase the whole timer, then draw the parts that are left in the timer. Then I do DispGraph^rr. Changing the order makes it fill grey from top to bottom (quite smoothly), but I want it to be all grey and have white come down until it's all white.
You solved my other problem with DispGraph:DispGraph(L3)! I wanted to display them both as 1 buffer, but be able to pxl-test() them separately. I can do that now, thanks!
139
« on: October 08, 2012, 09:22:52 am »
I can't get my grey timer to work! Where T goes from 375 to 0, my code: :RectI(76,12,8,50)^r :Rect(76,62-(T*2/15),8,T*2/15)^r
It works, but it leaves behind some residue. Why? Also, in a totally separate problem, is there a way to display both buffers together without flashing between the two? I want to use the back buffer as something I can pxl-test() separately from the main buffer, but I don't want it to be grey.
140
« on: October 06, 2012, 09:30:32 pm »
Added slowmo (infinite for now), reordered some code, made the ABOUT, and fixed the 2nd issue. BOUNCE and BOUNCSRC have been updated on my 1st post. I would've had this sooner, but RAM clears came. I had FOUR RAM CLEARS this week, each one restarting my progress. ARGGH. 3 bugs left: ball randomly deciding to skip, ball breaking the wall (less common occurrence now), and the time meter residue. So what's wrong with my time meter? Here's what I've got: :RectI(76,12,8,50)^r :Rect(76,62-(T*2/15),8,T*2/15)^r
T is the amount of time left. I can't find the problem.
141
« on: October 05, 2012, 07:33:29 pm »
It's BASIC. If anything happens, just press [ON].
142
« on: September 30, 2012, 06:29:17 pm »
Nice idea; I'll try slowing it down by a factor of 2. I have no idea what your asm code means, though...
Unfortunately, I tried messing with code too much and got stuck in an infinite loop... RAM clear... I'll try and fix the damage from a backup, then implement slow motion.
EDIT: RAM Clear wasn't to disastrous. Thank god for my obsessive backup-ing... I think I have everything back to what it was now. Time to add slowmo!
EDIT EDIT: Calc frozen now... idk why... gonna take out the batteries and re re write BOUNCE... *sigh
143
« on: September 30, 2012, 01:16:03 pm »
No, 'cause the paddle and timer are processed in the main loop. I could possibly make a separate engine for the ball and tell it to run X number of times... But then the default non slow-motion speed would be at least 2 times as fast as it is now. And that's a lot of work to do... Any other ideas?
144
« on: September 30, 2012, 10:44:07 am »
Oh... that makes more sense. I need Rect for something else anyways, so I don't need to change anything.
Do you have any ideas on how to do slow-motion? I need something that slows the ball's movement, but not the timer or the paddle. I can't change its velocity; it won't land and bounce properly if I do - that's the cost of simulating gravity more accurately. And Pause doesn't work 'cause it slows everything down. I'm stuck.
145
« on: September 30, 2012, 09:39:34 am »
So Rect is 112 bytes larger than pt-on? Wow, that's huge. That means that I can save 112 bytes by using Pt-On for my paddle!
146
« on: September 29, 2012, 11:55:47 pm »
But you can save a byte in the source by using Smaller source doesn't always mean smaller program. Sometimes it's actually larger (In this case it's the same size.)
How can a smaller source mean a bigger program? Can you give me an example?
147
« on: September 29, 2012, 06:49:43 pm »
I tried: :Repeat getKey(0) :End
it didn't work. But you can save a byte in the source by using :Pause 9 rather than :Pause 50 I just tried it; it works.
148
« on: September 29, 2012, 04:01:20 pm »
Oh, I see what you mean. But [2nd] is really the best choice...
OK. After some digging, I found ztrumpet's Jump! source. He solved it like this:
While getKey(54) Pause 50 End
So the user has to let go of [2nd] before it does anything, fixing it! He's a genius. Problem solved.
149
« on: September 29, 2012, 11:28:19 am »
Yeah, that seemed to be the problem. I had the safeguards set before I updated the variables. Just moved the code. Unfortunately, after 5 test runs, it broke the wall. But it happens way less often now and it doesn't break the game. But I don't understand what this means: And to your 2nd problem - just use a different key in one case
Please explain!
150
« on: September 28, 2012, 11:27:45 pm »
I've managed to get the menu working, and I've reorganized my code so it works. New features: Now, for the Controls: To Do: I've also got a lot of glitches that I can't seem to fix. If you know Axe, please go to page one and download my source! I need help fixing these bugs... Any help would be appreciated! Bugs: And that's all! As a final note, don't hold down [2nd] to progress. Tap it. Otherwise, it'll detect another [2nd] and you'll play the game again rather than going back to the menu. I'll try to fix that soon.
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