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Computer Projects and Ideas / Re: My physics game
« on: February 01, 2011, 03:08:36 pm »
What graphical package are you planning on using with python?
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. 1456
Computer Projects and Ideas / Re: My physics game« on: February 01, 2011, 03:08:36 pm »
What graphical package are you planning on using with python?
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Axe / More accurate positioning« on: February 01, 2011, 01:52:24 am »
I've noticed that in games like portal x position is calculated using the floor function of divison by a large number (256?) because if you just use integral increments you get choppy animations, like in my game.
So how does more accurate positioning work? 1458
Axe / Re: Storing Levels into an Appvar« on: January 31, 2011, 11:03:19 pm »
Oh, okay. I get it now
![]() I thought it was half for some arndom reason. I see why I'm wrong now. To initialize the memory, do you have to use Zeros(? 1459
Axe / Re: Storing Levels into an Appvar« on: January 31, 2011, 10:53:55 pm »
So if I wanted to put in multiple levels, it would be the same process?
Two questions - the size of the tilemap is half the actual size, right? also, how would I access the appvar contents from the main program? 1460
Axe / Re: Storing Levels into an Appvar« on: January 31, 2011, 10:10:42 pm »
So here's one of my sample levels - how would you store this into an appvar?
[666666666666666666666666 --> GDB004 [933338666666666666666666 [600000000000000000000006 [600000000000000000000006 [600006666666666666660006 [600009338666933338160006 [600006000000000006060006 [600006000000000006060006 [600000000000000000060006 [600000000000000000060006 [666669333333386666660006 [666666666666666666660006 [600000000000000000000006 [600000000000000000000006 [666666666666666666933338 [666666666666666666666666 1461
Graviter / Re: Graviter - Axe« on: January 31, 2011, 03:48:40 pm »
I'll be pushing out an update once I get doors/switches working. Also, one final public beta for those of you who'll have to wait for the final release.
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Graviter / Re: Screenshots« on: January 31, 2011, 03:21:09 pm »
The static code? (I've changed it since then)
It intentionally corrupts the buffer, so: For(B,0,10 //How many iterations For(A,0,767 rand^256->{A+L6} End End EDIT: Credit for the code goes to tloz 1463
Graviter / Re: Screenshots« on: January 31, 2011, 12:31:17 am »
Press a button (the number keys)
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Graviter / Re: Screenshots« on: January 31, 2011, 12:21:37 am »
Like in mario, you can move around the tilemap to look around you to a limited extent.
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Graviter / Re: Graviter - Axe« on: January 31, 2011, 12:11:08 am »
I'll be starting a limited-release beta sometime, since I want to reduce the number of spoilers while still having plenty of feedback.
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Axe / Buffer Wraparound« on: January 30, 2011, 03:56:05 pm »
I've noticed that the buffer kind of "wraps around" at 256 pixels. Is that a byte issue, and if it is, can the length before wraparound be increased by using more bytes or something?
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Graviter / Re: Screenshots« on: January 30, 2011, 03:38:47 pm »
I intially put in limited panning but now I don't think that'll be as necessary.
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Graviter / Re: Graviter - Axe« on: January 30, 2011, 01:31:12 pm »
I might be holding out on screenshots to prevent spoilers. I'll post major breakthroughs, but you guys will just have to be patient
![]() 1469
Graviter / Re: Level Design« on: January 30, 2011, 12:59:23 pm »
I have a separate data set in the format
(number of switch/doors, [xcoord switch, ycoord switch, orientation switch, switch state, xcoord door, ycoord door, door orientation],...) kinda messy but it works, I guess. Maybe if someone could tell me a more optimized way to do it. 1470
Graviter / Re: Screenshots« on: January 30, 2011, 02:08:17 am »
Of course, seeing as all the important sprites I ripped off of you }:D
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