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Messages - Munchor
Pages: 1 ... 94 95 [96] 97 98 ... 424
1426
« on: May 22, 2011, 06:01:07 am »
Manner =P I don't really know Frogger, but I'll dig on it. I also have an idea: A game that looks like tunnel or helicopter games (side-scrolling) but you're a little car and there are other cars racing you, like a racing game, not sure of how to code that
1427
« on: May 22, 2011, 05:59:16 am »
* yunhua98 looks at contest entry, looks at this... Contest first. I'll finish this though.
Yeah I understand the prioritazing
1428
« on: May 22, 2011, 05:58:50 am »
Cool to hear. I wish you good luck.
Thanks a lot DJ
1429
« on: May 22, 2011, 05:58:30 am »
I love /303/
1430
« on: May 22, 2011, 05:58:18 am »
Another great tutorial I think you should add: http://ourl.ca/10038
Yeah even though it's not Axe-Aimed it's quite explanatory
1431
« on: May 22, 2011, 05:56:31 am »
So, 3 level greyscale routine optimized? Great Runer, I don't really get what you did there, but those look like lots of ASM optimizations for Axe, very nice job!
1432
« on: May 22, 2011, 05:49:09 am »
Ashbad, those are some wicked ideas, good luck with them!
1433
« on: May 22, 2011, 05:48:05 am »
Deep, I don't think anybody ever used or will use it =P I guess we should invest more on the DCS Axiom one.
1434
« on: May 22, 2011, 05:47:34 am »
That looks cool Deep Thought What about attaching the source here for everyone?
1435
« on: May 21, 2011, 03:41:19 pm »
Bump?
1436
« on: May 21, 2011, 03:29:23 pm »
Squigetx, phenomenal! I think the video needs some more dancing (j/k) Very good job!
1437
« on: May 21, 2011, 02:04:13 pm »
Deep, since I can change the code, I should help too, but the "CALCULATORS WERE NEVER MEANT JUST FOR MATH" font is so out of context Looking great in the overall though
1438
« on: May 21, 2011, 01:39:13 pm »
Hey, the problem with looping is that if I only allow the sprite to move if pxl-Tests=0 8pixels to the right/left, it will not be able to even be close to walls.
This is not a good alternative and I do n't get Yeong's nor Happybojr's.
1439
« on: May 21, 2011, 12:43:00 pm »
I think we should continue to work on this. DrawfWM is a shell, not a GUI library, although like DCS, it will expose the GUI library as well. This project's goal is to make an independent GUI library, in which I think we could do nicely. At the same time, either we or SirCmpwn can make Axe wrappers for it.
However, my main focus at the moment is wxWabbitemu, since there's quite a demand for such an app, and my C++ skills are growing as well, enabling me to contribute more.
Yeah I'm also focused on that and today I have fixed some bugs and worked on a few things, I'm on a rampage.
1440
« on: May 21, 2011, 12:42:23 pm »
I moved this to the Axe Language board, as it was originally posted in the Asm Language board.
What I normally do is store either 1 or 65535 (-1) to a variable and add that to its current X position to make it move.
But that implies having a variable for each bullet =P
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