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Messages - leafy
Pages: 1 ... 29 30 [31] 32 33 ... 104
451
« on: December 21, 2011, 06:04:27 pm »
Each monochrome sprite is 8 bytes, so by adding 8 to an initial pointer sprite you end up with the sprite immediately after that initial one. In your code, if D is 0, it'll draw Pic0. If D is 1, it'll draw Pic0+8, which is the sprite data directly after the first 8 bytes of Pic0. And so on. This is pretty useful, so you don't have to make cases, because casework is always bad.
452
« on: December 19, 2011, 11:39:39 pm »
Paint gun v2 
453
« on: December 19, 2011, 06:49:41 pm »
Great work to everyone ^^ Congrats Deep Thought!
454
« on: December 18, 2011, 03:37:42 pm »
RectOff or RectW would make a white rectangle ? You just need to do Rect(A,B,C,D) RectI(A,B,C,D) and you obtain a white rectangle 
Yeah, the reason I don't like this is that you have to use two commands, and I'm assuming a command could be made to just do the opposite of Rect( anyways.
455
« on: December 17, 2011, 10:06:54 pm »
Oh here's something I've always really wanted - a RectOff command.
(Yes that sounds kinda weird)
456
« on: December 17, 2011, 03:17:19 pm »
Each set of lights has the form
[switchx, switchy, number of turns, (direction, length) x n)
Then I have an array of pointers to all these lights, and in the switch data there's a byte pointing to the light pointer. It redraws the lights whenever it switches on or off.
457
« on: December 17, 2011, 03:00:35 pm »
Absolutely beautiful! Just make sure the grey scale is perfectly smooth though, since it constitutes all of your background Gotta love the lights to signify buttons and connections. I assume that is built into the map somehow? Can the lights cross empty space? Are you worried about levels with many buttons getting a bit crowded?
The greyscale is pretty perfect right now, and it looks great  Except for maybe the horizontal shifting in the elevator, which looks kinda crappy. The lights are built into the object data, and yes the lights can cross empty space  I'm not sure what it'll look like with a lot of buttons, but I'm sure I can work out any difficulties. the lights in the floor reminds me of the lights in portal when you press the buttons. lol
Absolutely ^^ Oh! Are there gonna be ramps?
Yes, there will be ramps. It won't be totally accurate normal forces ramps, but there will be ramps nevertheless.
458
« on: December 17, 2011, 02:40:37 am »
Quick suggestion: I'm not overly fond of the current button you have in place, the one to activate the crate dropper thing. Don't get me wrong it doesn't really detract much from the game much, but I know you can do better This is just one of those little nitpicky details.
I've experimented with a couple of button sprites, but I couldn't think of any that looked better  Maybe you could help?
459
« on: December 16, 2011, 11:10:25 pm »
Butts that's a pretty inefficient way, though. It means that the faster you go, the more checks it will take and the slower it will go.
Eh, it was the only way I could think of for purely pxl-test based collisions. I'm sure tilemap collisions are more efficient.
From my experience it's usually faster to move the object by all the velocity, then move it backwards pixel by pixel until it stops colliding.
460
« on: December 16, 2011, 11:08:21 pm »
Butts that's a pretty inefficient way, though. It means that the faster you go, the more checks it will take and the slower it will go.
461
« on: December 16, 2011, 10:56:31 pm »
:.SCROLL :[0101010101010101010101010101010101010101]→GDB1 //<--------note that it's 20 tiles long :[...more hex stuff..........................................] :[......(all consisting of 01's and 02's).................] :[................................................................] :[................................................................] :[................................................................] :[................................................................] :[................................................................] :[................................................................] :[0101010101010101010101010101010101010101] :GDB1→W :[FFFFFFFFFFFFFFFF]→Pic1 :[0000000000000000]
Note: This assumes your xposition is S, yposition is T (uninflated)
:Repeat getKey(15) :S/8→E :T/8→D :S^8→F :T^8→G :For(A,0,12) :A*8-F→C :For(B,0,8) :Pt-Off(C,B*8-G,{B+D*20+A+E+W}*8+Pic1) :End:End :DispGraph :End
462
« on: December 16, 2011, 10:32:13 pm »
Jumping isnt really that bad.
Saintrunner: [FFFFFFFFFFFFFFFF]->Pic1 56*256->Y 0->X->V->W->A->B->J Repeat getKey(15) If getKey(54) -256->W 256->V -8->B End If Y/256<57 ;simple collision  56*256->Y End V+A->V+X->X W+B->W+Y->Y Pt-On(X/256,Y/256,Pic1) DispGraphClrDraw End
Where X,Y are coordinates V,W are velocities A,B are accelerations
I need to figure out my collisions before I start making the tilemaps have obstacles.
Shouldn't it be If Y/256>57?
463
« on: December 16, 2011, 08:20:53 pm »
Is there any way to "re-declare" an array? For example, doing "Data(0,0,0)->GDB0" at one point, then doing "Data(6,3,5)->GDB0" later? Or, after the array has been declared, would I need to do something like "6->{GDB0+0}:3->{GDB0+1}:5->{GDB0+2}" to change values?
If your program doesn't writeback, then this is okay. It would be much easier to store values to a free RAM space, then alter them there.
464
« on: December 16, 2011, 06:25:44 pm »
Darl the paint is now greyscale and looks pretty darn epic
465
« on: December 16, 2011, 06:24:25 pm »
Having copied my own fair share of sprites I certainly couldn't deny you permission - but like buttsfredkin said you should eventually find your own way around ^^
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