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Messages - kindermoumoute
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346
« on: February 19, 2011, 02:43:36 pm »
Jusqu'à il n'y a pas très longtemps, je doutais un peu de l'utilité du tutoriel (au vue du peu de fréquentation de la première partie du tutoriel), mais je doit dire que depuis la sortie de la deuxième partie du tutoriel mardi, les statistiques ont fait un bon (dépassement des 7000 vues). Mais ce qui m'a surtout touché, c'est la mise en ligne de la vidéo faite par chockosta mettant en scène ses propres programmes fait à partir de mon tutoriel : Bref, si il y avait encore des indécis.
347
« on: February 19, 2011, 03:12:06 am »
Ok, merci.
Ps : plus admin ? (j'ai pas suivi un truc O_o)
348
« on: February 18, 2011, 05:50:29 pm »
Woa, awesome... but it will be possible to convert directly a video from a PC software to a calculator varaible ?
349
« on: February 18, 2011, 10:24:26 am »
Je vais probablement newser bientor sur ce tuto en dévelopment.
350
« on: February 15, 2011, 12:00:21 pm »
351
« on: February 15, 2011, 02:44:54 am »
They don't move...
352
« on: February 14, 2011, 05:20:07 pm »
I'm going to La Fondue with my gf later in the evening
"La fondue"... typically french word. :p
353
« on: February 14, 2011, 04:31:35 pm »
Same request : a compiled version.
354
« on: February 13, 2011, 06:15:15 am »
Well first off, if you want realistic pysics, you might want to consider switching to x256 format. This is where every time you add 256 to your position variables, your character moves 1 pixel. This will allow you to have more precision and possibly get the gravity effects you are looking for.
However, If you do not want to use x256 format and stick with what you have, you can try this simple physics piece of code:
:Lbl G :Θ*3+GDB0->r5 :If {r5+3}>>-7 :{r5+3}+1->{r5+3} :End : :{r5+1}+{r5+3}->{r5+1} :While sub(GN,{r5}+5,{r5+1}+5 :If {r5+3}>>0 :{r5+1}-1->{r5+1} :Else :{r5+1}+1->{r5+1} :End :End : :If sub(GN,{r5}+5,{r5+1}+5)=0 && getKey(4) :-7->{r5+3} :End :Return This piece of code *should* give you some realistic gravity and jumping in your game
Your code don't work, no gravity affect my worms, and I don't understand what does it mean.
355
« on: February 11, 2011, 07:19:49 pm »
Woaaa, pretty boom.
356
« on: February 10, 2011, 04:04:06 pm »
Tu es génial Kindermoumoute
Pas tout le temps je te rassure.
357
« on: February 08, 2011, 03:31:36 pm »
J'ai demandé la mise en ligne vendredi dernier, je relance les validateurs.
358
« on: February 08, 2011, 03:50:52 am »
Yes, I would like to add phisic gravity in my worms game : You can found the code here : here (a little old) So, my gravity was this : :Lbl G :For(?,0,M) :If sub(GN,5+{?*3+GDB0},5+{?*3+GDB0+1})=0 and (getKey(4)=0 :{?*3+GDB0+1}+1?{?*3+GDB0+1} :End :End :Return Your phisic system could be usefull to do some jump like here :
359
« on: February 07, 2011, 01:28:58 pm »
GN is not the problem, it return the good tile (D point appvars Data). My problem is hard to explain (at least with my bad english), I want use your phisic in a multi-player game. How can I affect every players in same time I'm moving in a tilemap ?
360
« on: February 06, 2011, 05:59:24 am »
Happy birthday axe parser !
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