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News / Re: Axe Parser v0.5.0 Released
« on: February 12, 2011, 10:28:34 pm »
I like how "examples" is spelled incorrectly.
Can't wait for 1.0.0!
Can't wait for 1.0.0!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 1396
News / Re: Axe Parser v0.5.0 Released« on: February 12, 2011, 10:28:34 pm »
I like how "examples" is spelled incorrectly.
Can't wait for 1.0.0! 1397
Axe / Re: Calculating Slopes« on: February 12, 2011, 07:15:24 pm »
Yeah so I was thinking take the unscaled value of the slope between two points (store the rise into one var and run into another) then scale the movement down by 256, but still use the unscaled slope values.
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Axe / Calculating Slopes« on: February 12, 2011, 07:07:59 pm »
How would you go about moving an object in a straight line? Axe doesn't support decimals, so how could you calculate slope and use it to move an object?
Or would you have to use trig? 1399
Axe / Re: Physics Lessons« on: February 12, 2011, 06:05:36 pm »
How do you use tile masking with 5 by 5 tiles rather than 8 by 8 tiles?
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Graviter / Re: Graviter - Axe« on: February 12, 2011, 05:07:47 pm »
Hooray onto turret and rocket physics
![]() EDIT: Okay, the way I'm going to program in switches and doors is into L3, using an add routine and the arguments (switchx,switchy,switchorient,doorx,doory,doororient) Should be fun. Oh yeah, there's also a new update - using just that shortening optimization by Builderboy I was able to shave off more than 1000 bytes, which is fairly awesome. EDIT2: Also, i've begun work on a level editor, so everyone can join in on the fun. 1401
Graviter / Re: Graviter - Axe« on: February 12, 2011, 02:50:41 pm »
Yeah, I knew that it was staying in the block for a frame, but I had a brain fart and couldn't figure it out
![]() 1402
Graviter / Re: Graviter - Axe« on: February 12, 2011, 02:12:36 pm »
Wow, it worked perfectly. Dang, BuilderBoy, why are you so good at this?
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Graviter / Re: Graviter - Axe« on: February 12, 2011, 01:06:21 pm »
I need help fixing this code:
Spoiler For Broken code: This is the cause of the sticking to wall glitch. This is only the gravity downwards case. {I*15+L2} is x pos*64 {I*15+L2+2} is ypos*64 {I*15+L2+4} is x velocity {I*15+L2+9} is width {I*15+L2+11} is height {I*15+L2+13} is direction (1 is right, 0 is left) If you need any more clarifications, just ask. I need to fix this ![]() 1404
The Axe Parser Project / Re: ChainFire Pinball Library« on: February 12, 2011, 02:32:43 am »
That looks freaking amazing. Reminds me of that sonic ball physics thing you did a while back.
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Graviter / Re: Graviter - Axe« on: February 12, 2011, 02:11:01 am »
Hm...the Black Mesa Gravity reversal device?
o.O 1406
News / Re: Some Omnimaga Files Lost« on: February 12, 2011, 01:21:13 am »
If Portal X is dropped I will have nothing to live for anymore in this world xD
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Graviter / Re: Graviter - Axe« on: February 12, 2011, 01:13:06 am »
I'll upload a quick demo.
Known issues: You can stick to walls (Also, things hitting walls will change the y-velocity to 0 - I know where the error is located, but i don't know how to fix it. I'll figure it out someday) Picking up an item on top of another item will interact with both items If you see any other glitches please post them. I've remapped the keys - 2nd is pick up items, alpha is swap gravity, mode is suicide. 1408
Graviter / Re: Graviter - Axe« on: February 11, 2011, 06:01:22 pm »
I can't find the first one, but here's the epic death explosion:
![]() 1409
Graviter / Re: Graviter - Axe« on: February 11, 2011, 02:57:33 am »
Quick little death animation - loosely based around cellular automata, but not really.
Also, it goes much faster IRL than in the screenshot. How do you take 100% speed screenshots? 1410
TI Z80 / Re: SandLand« on: February 10, 2011, 10:35:12 pm »
Also you should add an x-velocity limit (unless you don't want to) I've noticed that if there's a flat piece of ram randomness, you can accelerate horizontally to inifinity (or 256)
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