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Messages - leafy

Pages: 1 ... 84 85 [86] 87 88 ... 104
1276
Graviter / Re: Graviter - Axe
« on: March 10, 2011, 02:36:04 am »
Wow I just realized I spammed this thread a whole lot >.< I'll stop now and go sleep or something.

1277
Introduce Yourself! / Re: Hello, I am Parker
« on: March 10, 2011, 02:34:28 am »
You should learn TI-BASIC, (XLIB?), then Axe, then ASM. That's the route I'm going, at any rate.
And then pick up other random languages along the way.

1278
Pokemon Red / Re: Dead? D: *pokes Buckeye*
« on: March 10, 2011, 02:32:00 am »
The Star Fox project looks like it has amazing potential :P I'm also really interested in your pokemon red, since it's the best IMHO that i've seen yet.

1279
Graviter / Re: Graviter - Axe
« on: March 10, 2011, 02:26:04 am »
Oh yeah 255 works for that. I got it working, so now I"m trying to figure out jumping.

1280
Graviter / Re: Graviter - Axe
« on: March 10, 2011, 02:23:20 am »
No my jumping works by setting a y-velocity to -value, so it adds up rather than just moving upwards by 255. So it's something like

x(x+1)/2>=255

or something, then use x.

1281
Graviter / Re: Graviter - Axe
« on: March 10, 2011, 02:16:30 am »
Alright, so now I just need to find the exact value that will jump exactly one block without hitting the ceiling.
Sounds like fun.

1282
Graviter / Re: Graviter - Axe
« on: March 10, 2011, 02:12:23 am »
It is starting to make some vague sense in my mind. Sorry, I'm just used to thinking of boolean as 0 and 1 xD

1283
Graviter / Re: Graviter - Axe
« on: March 10, 2011, 02:06:47 am »
Wait so how does the Or work? I thought it's a boolean, so it wouldn't be adding anything to y? Or am I wrong?

1284
Other Calculators / Re: AxePaint
« on: March 10, 2011, 02:00:22 am »
Yeah, I think it needs support for multiple sprites. Maybe combine them all and store it into Str1, which is usually what I end up doing when I use SirCmpwn's version anyways?

1285
Graviter / Re: Graviter - Axe
« on: March 10, 2011, 01:59:12 am »
Ah I think I see now. I'll try this when I have time.
Is the o symbol the same one in the section with the r token? I'll try it and if it doesn't work I'll use your other method.

1286
Graviter / Re: Graviter - Axe
« on: March 10, 2011, 01:54:40 am »
Could I achieve the same effect doing something like

{L2}r/256*256-->{L2}r?

I don't quite understand how yours works.

1287
Graviter / Re: Graviter - Axe
« on: March 10, 2011, 01:48:29 am »
Wait, I dun get it. Are you rounding to the nearest value mod 256, then setting Y there?

1288
Graviter / Re: Graviter - Axe
« on: March 10, 2011, 01:37:48 am »
Yes, I am trying to figure that out at this very moment (well not right now I have an Eng project) maybe tomorrow.

1289
Graviter / Re: Graviter - Axe
« on: March 10, 2011, 01:27:05 am »
Don't sweat it, I was just kidding :D
Although I do intend to learn ASM someday.

1290
Graviter / Re: Graviter - Axe
« on: March 10, 2011, 01:23:54 am »
The problem is that the player’s head bumps into the ceiling before the ground detection kicks in, so it’s already fallen a bit below the platform when the bottom detection starts, which ends up with you not being able to jump up high enough. It’s erratic because sometimes you can, sometimes you can’t, due to the fact that i’m doing /256 and it doesn’t perfectly land on the ground each time. I’m still trying to find a solution, though D:

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