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Graviter / Re: Graviter - Axe
« on: February 04, 2011, 10:25:31 pm »
Just saying, this project is still alive. I'm just totally rewriting my physics system so there are boxes and walls that move and other crap like that.
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. 1441
Graviter / Re: Graviter - Axe« on: February 04, 2011, 10:25:31 pm »
Just saying, this project is still alive. I'm just totally rewriting my physics system so there are boxes and walls that move and other crap like that.
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Axe / Re: RLE compression« on: February 04, 2011, 06:09:11 pm »
I don't quite get it - could you write some pseudocode or something?
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Axe / Re: RLE compression« on: February 04, 2011, 12:04:54 pm »
How do you determine the size of the compressed map beforehand? I keep getting gibberish when i try to compress a 18 by 12 tilemap
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Axe / Re: RLE compression« on: February 03, 2011, 10:47:48 pm »
Yeah I saw that, but it stores the compressed map into an appvar - How do I just get it to display the compressed map data?
EDIT: NEVAR MIND I SEE. 1446
Axe / RLE compression« on: February 03, 2011, 09:46:50 pm »
I'e searched it up, but i can't find out how to compress tilemaps using RLE. I saw how to decompress using the routine though.
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Axe / Re: How should I store levels?« on: February 03, 2011, 03:10:38 pm »
I was just wondering, how do you change tiles in the middle of the game?
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Axe / Re: Storing Text in Axe« on: February 03, 2011, 02:12:00 am »
Yeah, was wondermg if there was any way to compress text.
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Doodle Jump / Re: DoodleJump Discussion« on: February 03, 2011, 01:33:57 am »
If it's over that 8000 or so byte limit, i think it creates that crashing.
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Doodle Jump / Re: DoodleJump Discussion« on: February 03, 2011, 01:30:37 am »
I tried downloading your app, but it's not signed so I can't transfer it to my calculator - can you sign it before uploading in the future?
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Axe / Storing Text in Axe« on: February 03, 2011, 01:26:44 am »
What is the most efficient way to store text in Axe and then display it on the screen? I've noticed that when I use a direct text function it takes up a lot of memory.
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Miscellaneous / Re: Where Did Your Name Come From?« on: February 03, 2011, 01:23:44 am »
I got the name leafiness from a japanese trash can. No joke. I have it in my room right now.
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Axe / Subroutine Argument overwriting« on: February 03, 2011, 01:21:43 am »
If you call a subroutine inside a subroutine with arguments of its own, will it overwrite the arguments of the original subroutine? For example,
sub(GRV,A,B,C) Lbl GRV sub(SE,D,E,F) Return Lbl SE some other code Since they both depend on r1 to r6, will the variables get overwritten? Also, if you have something like sub(GRV,X,Y) and you want to save the value created in the subroutine back into Y, does the subroutine do that automatically? Like Lbl GRV r2+1 -> r2 Return Will Y get added an increment of 1? 1454
Graviter / Re: Graviter - Axe« on: February 02, 2011, 09:55:24 pm »
I"ve solved the side wall bug, and I'm working on rewriting the physics engine to allow gravity affects on multiple items, as well as more precise positioning.
Also the detection for the rotate tile is the very middle of the player sprite. If I used a larger range you might hit two special tiles at once and that would be bad. I'm not sure what else I could do though. 1455
Computer Projects and Ideas / Re: My physics game« on: February 01, 2011, 09:33:20 pm »
Change the gravity to under 1p/f/f. Even on the calculator that's too fast, and computers run even faster. Use 1 over some very large number to slow it down.
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