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Messages - epic7

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1276
TI Z80 / Re: Ways To Spice up a Snake Game
« on: December 20, 2011, 07:42:47 pm »
Big lushious oval dinosaurs

1277
Axe / Re: how to jump?
« on: December 20, 2011, 07:32:27 pm »
No, I just figured it out :P

Once, you explained it to me when I already knew it since you misinterpreted my question :P

1278
TI Z80 / Re: Ways To Spice up a Snake Game
« on: December 20, 2011, 07:22:18 pm »
What's blod and what's bluescale?

1279
Axe / Re: how to jump?
« on: December 20, 2011, 06:56:36 pm »
Lol, oh yeah. Fixed it (and also added ClrDraw).
I had to do it quick since I was short on time :P

getKey(2)?X--
getKey(3)?X++

I think that is a quick way to move.

1280
* annoyingcalc looks closer, Hey! who changed it to

- Epic7
- Lobster
- Managers
- Anti-Riot Squad
- Coders of Tomorrow
- Newsers
- Normal Members
it was
- Epic7
- Lobster
- Managers
- Anti-Riot Squad
- Coders of Tomorrow
- Newsers
- Normal Members
- annoyingcalc
Oh, you're right.

[/rankchanging]

1281
Axe / Re: how to jump?
« on: December 20, 2011, 06:26:22 pm »
The variables are multiplied by 256 to be measured in 256ths of a pixel to be precise.

1282
Quote from: Darl181
- Epic7
- Lobster
- Managers
- Anti-Riot Squad
- Coders of Tomorrow
- Newsers
- Normal Members
Whoa, it's like a rainbow or something 0.o

Anyway great to see stuff happening, it should clear up some confusion :)
I like these rankings as well.

1283
Axe / Re: how to jump?
« on: December 20, 2011, 06:15:33 pm »
Ok, since I already got a simple more realistic jump code, here it is anyways:

Jumping isnt really that bad.

[FFFFFFFFFFFFFFFF]->Pic1 ;Pic, but just a cube
56*256->Y ;X and Y are inflated by 256 for accuracy
0->X->V->W->A->B->J
Repeat getKey(15)
If getKey(54)
-256->W ;Set Y velocity to -256 to go up
256->V ;Set X velocity
8->B ;Set a downward acceleration to fall
End
If Y/256>57 ;simple collision with the bottom of screen
56*256->Y ;Reset
0->A->B->V->W
End
V+A->V+X->X ;Find X coordinates
W+B->W+Y->Y ;Find Y
Pt-On(X/256,Y/256,Pic1)
DispGraphClrDraw
End

Where X,Y are coordinates
V,W are velocities
A,B are accelerations

Collisions with realistic jumps get tricky once you get involved with collisions.

For a simple linear jump, keep a variable for jumping, lets say J. Then we'll have an X and Y.

Probably other ways to do it, though.

[FFFFFFFFFFFFFFFF]->Pic1
0->X->J
56->Y
Repeat getKey(15) ;loop here
If getKey(54) ;push 2nd to jump.
!If J ;checks if ready
1->J
End
End
If J<16
J++
X++
Y-- ;go up
ElseIf J<31
J++
X++
Y++ ;go down
Else
0->J
End
Pt-On(X,Y,pic1)
DispGraphClrDraw
End

Simple thing I thought up ^
But no collisions. Just go down as far as you went up in that code :P

1284
Axe / Re: how to jump?
« on: December 20, 2011, 06:12:36 pm »
Simple jumps, or more realistic jumps?
I already have code I used to help 2 people out with jumps. I'll go fetch it.

1285
Whoa! Canada has a queen?

1286
Netham45, has been elected President, CEO and Supreme Overlord of Omnimaga. He hosts Omnimaga
So that's why the site is always slow and down now? :P

As punishment for the offense of insulting the Supreme Overlord, as stated in article 6, subsection B of the hidden pages of the rules, you will be sentenced to be beheaded.

1287
I was waiting for an article after I noticed newsers.

So Netham is now President, CEO and Supreme Overlord of Omnimaga? :P  I though you (juju) were teh baus of omnimaga since your sig says you're the owner and the administrator.

1288
Other Calculators / Re: A strange nDoom photo
« on: December 20, 2011, 04:06:59 pm »
I have to decode French? :P D:

1289
OmnomIRC Development / Re: OmnomIRC not working anymore in Opera
« on: December 20, 2011, 03:23:11 pm »
OmnomIRC also doesn't work in mobile safari.

1290
TI Z80 / Re: Axe Interpreter
« on: December 20, 2011, 03:19:28 pm »
Need two other programs in order to run?
Gosh, darnit! :P

Looks awesome, anyways :D

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