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Messages - Happybobjr
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436
« on: October 09, 2011, 10:07:37 pm »
thanks DJ The platforms are much better grey than the screeny. I just can't figure out how to make wabbit show it Wow. I didn't realize that rotation was that easy. I'm looking forward to playing your game and seeing all of the visual effects.
Ya i was surprised too. Keeping good speed is a problem though. But I feel I have a good chance of getting it in.
437
« on: October 09, 2011, 08:48:51 pm »
Ok thanks, but i don't exactly get what inverse-project means. Didn't realize i put them inside the loop . Thank you very much for that. Guess i need sleep.
438
« on: October 09, 2011, 07:52:43 pm »
here is the unoptimized version...
:For(X,0,95) :For(Y,0,63) :cos(A)->D :sin(A)->E :If pxl-Test(X,Y)^r :Pxl-on((X*D-(Y*E)//128,Y8D+(X-16*E)//128) :END:END:END
What I am planning to do about speed is only checking aprox, a 32*32 area. If that is too little, i will change it to a 48*48 area, or change depth perception.
439
« on: October 09, 2011, 07:48:52 pm »
I am good now, thanks for trying to help.
440
« on: October 09, 2011, 07:48:22 pm »
Ya I do, Not sure if this will be the same game from start to finish Goals in it may change along the way. I didn't realize that i wouldn't have to rotate the whole screen, just what the user could see. Time to make some calculations for depth seen, then use that to determine how much of the screen should be rotated. Also, about time for bed. (to dream about Mariokart on calc)... (oh and dream about the Nspire's RSA keys to be factored)
441
« on: October 09, 2011, 07:45:13 pm »
My name just came to me when picking out a Runescape name Unfortunately, one of my friends decided to take "Happybobjr" as their own name on Youtube... My name is James Oldiges, and never has been Bob, nor am i happy all the time. nor am I a Jr (except this year in HS). Jr prevented the necessity of having a # at the end of the username
442
« on: October 09, 2011, 07:40:28 pm »
Ok, I might actually be able to implement rotation in the game this game. Haven't tried it out yet as i have to move some buffers around but i will be working on it. Anyone know a way i can do... Data(768 0's)->GDB2 other than typing them in manually...
443
« on: October 09, 2011, 07:37:42 pm »
what is checksum do?
444
« on: October 09, 2011, 05:42:09 pm »
that will only turn 90 degrees though, correct
445
« on: October 09, 2011, 05:20:47 pm »
lol. I was looking more for an optimization in concept.
Like it would be better to only test pixels above (lesser y value) than vertical shift.
446
« on: October 09, 2011, 04:55:47 pm »
Ok, so i have a rotation routine.
:For(X,0,95) :For(Y,0,63) :cos(A)->D :sin(A)->E :If pxl-Test(X,Y)^r :Pxl-on((X*D-(Y*E)//128,Y8D+(X-16*E)//128) :END:END:END And i do that for every pixel on screen. Anyone know of a fast way to do this?
447
« on: October 09, 2011, 04:10:43 pm »
seems i do not have the newest version
448
« on: October 09, 2011, 01:57:37 pm »
I don't think it was removed. Source: 5 sec ago
450
« on: October 09, 2011, 11:59:51 am »
Lol, my problem is getting a strong amount of time for only programming I only get a few min here and there between homework, Karate, Pole-vault, and boyscouts. (and trying to teach myself about rotating 3d ) I think the first features i will add are new tile types, including an anti-gravity block. Edit: here is the latest build (and if someone can make a screeny, it would be appreciated. I can't get wabbit to make the screeny smooth grey)
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