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Messages - leafy
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136
« on: November 18, 2012, 03:54:38 pm »
If you guys need an intro/outro I'm sure I can whip up a quick one in After Effects.
I feel that filming the calculator detracts from the actual program, as it's usually really shaky and the screen isn't visible due to glare or whatnot. It's really up to the developer, at any rate.
137
« on: November 16, 2012, 06:33:34 pm »
I think he said earlier that the NPCs weren't going to move, as that would make the chunk system unnecessarily complicated. Also squidgetx, would you mind telling me how you get your text displaying routines to work so well?  You don't have to if you want to keep that private.
138
« on: November 14, 2012, 11:37:00 pm »
One thing I think you're ready for now is destructable blocks (maybe even pigs?) I'd probably give each block a starting health, and subtract from it each time something hits it by the mass times velocity. Unfortunately, there are some drawbacks to this method, but it should be pretty interesting to see what you come up with ^^
139
« on: November 14, 2012, 07:14:50 pm »
I can't wait to see what you come up with! I'm particularly excited for the use of Box2D - I've tried it in the past, but never made anything as major as this. It'll be cool to see how rotational physics contributes, not to mention all the other cool Box2D libraries!
140
« on: November 13, 2012, 09:30:32 pm »
It's the classic equation for the coefficient of restitution - if you want a more in-depth explanation, look it up on Wikipedia ^^
141
« on: November 09, 2012, 11:42:33 pm »
Nah, I'm not perceptive at all  It's just a problem I've put a bit of thought into myself. Map design would probably be easiest, since the seamlessness makes it not obvious where the middle or edges of the maps are (of course, with that top left sign it kinda is)
142
« on: November 09, 2012, 11:20:24 pm »
It's the same fade I use in a lot of games, haha. For some reason (maybe it's the screen driver or something) it just looks really clean and awesome. The code is literally Fill(L6,768,$FF) DispGraph Pause 400
Wait, so you just make the screen black and pause it for a while? oO In addition, looking at those screenshots, will you have a problem with entities on the edge of maps?
143
« on: November 09, 2012, 11:08:03 pm »
I've kept watching the screenshot and I can't figure out how you did the clean fade transition between maps - or is that just a Wabbit artifact?
144
« on: November 09, 2012, 09:51:47 pm »
it needs one more attribute: Alive or dead. Way easier than having a dynamically resizing list, and you just check that first before moving.
Well I was thinking that dead pieces could be type 0 or something, so that you wouldn't need 32 more bytes (or nibbles) just for that attribute.
145
« on: November 09, 2012, 06:14:36 pm »
I'd recommend having an array filled with each piece. Each piece would then have the following attributes: position and type (from which the sprite and moves could be derived). It'd be a lot simpler than what you're doing right now - that way, you can just swap out the type, subsequently changing the sprite pointers and movement rules.
146
« on: November 09, 2012, 05:27:45 pm »
I'm busy with college apps right now, but once first semester's done I'll be sure to finish some of my old games!
147
« on: November 09, 2012, 01:08:47 pm »
Correct me if I am wrong. So basically, if I do Realloc(L5), then °A=L5, °B=L5+2,... etc and If then I do Realloc(), °A comes back to L1+741, etc ?
That's absolutely correct.
148
« on: November 07, 2012, 11:29:14 am »
No, Yugioh is based off a popular children's card game played by adults
149
« on: November 07, 2012, 11:12:04 am »
Steins;Gate, Yugioh, and Pokemon among others it works surprisingly well
150
« on: November 04, 2012, 02:15:13 pm »
That looks great! Are you planning on increasing the map size?
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