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Messages - leafy

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481
Axe / Re: Velocity
« on: December 10, 2011, 02:28:44 pm »
256 is exactly one byte in hex, so it's the most optimized number for calculations. It's also extremely useful because you can bypass the /256 altogether and just pull the byte you need from whatever array it's in.

482
TI Z80 / Re: Grappler!
« on: December 10, 2011, 01:15:23 am »
I had an idea for pxl texts. Would this work?

For(E,0,W/256)
If pxl-Test(X/256,Y/256+E+8) ;only checks left side right now
;reset stuff
Goto PP
End
End
Lbl PP

I would recommend (to make this go faster)
{°W+1}→θ
For(E,0,θ)
If pxl-Test({°X+1},{°Y+1}+E+8) ;only checks left side right now
;reset stuff
Goto PP
End:End
Lbl PP

Although if your character is essentially a rectangle all you need to do is check the top and bottom corners.

483
Axe / Re: Velocity
« on: December 08, 2011, 01:03:29 am »
Actually, collision checking with legit gravity is fairly trivial. Do something like this:

1) Move the object by velocity
2) While there is a tile under the object, move it back up however much you inflated the position by (if you inflated the positions by 256, subtract 256 from the position)
3) Use this to make sure that your object is at the bottom of the sub-pixel: Y/256*256+255->Y

Alternatively, if you want to get fancy just do 255->{oY}
And that's it!

484
TI Z80 / Re: Super Crate Box
« on: December 07, 2011, 10:26:15 pm »
It's still being worked on :)
Atm I'm trying to work out some way to ensure it doesn't pick the same location for a crate twice, but I think I have it now...
Also I'm making the SCB-specific weapons, such as the Disc Gun and revolver.
(btw they should work with Essence--so when I finish this I have like 5 new weapons ready-to-roll for the larger project :D)
I thought I already programmed all those things in :O

485
Axe / Re: Velocity
« on: December 07, 2011, 10:15:48 pm »
When you hit the jump key, set the y-velocity to a negative value (this can vary depending on how high you want the jump to be, and make sure the y-velocity is stored in a signed variable). Then, every frame add your gravity constant, add the y-velocity to the y-position, and you should be set.

486
News / Re: Bloxorz
« on: December 07, 2011, 10:13:28 pm »
Very nice! This looks like a very polished release :D

487
TI Z80 / Re: [Contest] My First Quantum Translocator
« on: December 06, 2011, 10:50:48 pm »
I've finally finished mapping all the levels, so I decided to make a quick screenie to show off :D
Next up - dialogue routines!

Spoiler For Spoiler:


488
Other Calculators / Re: Classic Pong
« on: December 06, 2011, 02:28:31 am »
It appears you uploaded an image of your game instead of the game itself :P

489
Computer Projects and Ideas / Re: Nightmare
« on: December 06, 2011, 01:17:40 am »
Do we need anything special to run the .jar? Are there any Greenfoot libs we need to download?

490
Axe / Re: Axe Q&A
« on: December 05, 2011, 09:30:29 pm »
Quote from: command index http://ourl.ca/8409
GetCalc(PTR,SIZE) | Creates an OS variable who's name is pointed to in RAM and makes it Size bytes large. Returns a pointer to the start of data, or zero if there was not enough RAM. Overwrites existing variable, even if it was in archive.
So, I take it it doesn't ERR:MEMORY anymore?  Sometimes an external buffer isn't created, to interesting results 0.o

I'm pretty sure I already asked this somewhere (but can't find it :P) but how can you find out how much RAM is free?
EDIT: Found a note to self XD "Asm(EFE542) amount of free ram"

Alternatively you can just use !If GetCalc to check if your appvar was created :P

491
Portal X / Re: Portal Prelude
« on: December 04, 2011, 10:04:19 pm »
Sounds great ^^ Just saying, you guys have done an excellent work :D

492
TI Z80 / Re: [Contest] My First Quantum Translocator
« on: December 04, 2011, 03:02:22 am »
I've used a variety of hackish methods to fix my platform-to-player velocity transfer. Check it out!


493
TI Z80 / Re: [Contest] My First Quantum Translocator
« on: December 02, 2011, 07:43:56 pm »
I finally got my collision engine working! Here's a quick screenie up to the first checkpoint of what I've got so far:


494
News / Re: zContest 2011 Deadline Reached
« on: December 02, 2011, 07:28:15 pm »
Okay I uploaded the zip here, if any judges see this please change the tiforge link as well D:

495
News / Re: zContest 2011 Deadline Reached
« on: December 02, 2011, 07:22:39 pm »
Wait are you a ti-forge judge? Can you ask them to upload this then?

http://www.filedropper.com/graviter113011

Make sure to click the black download button, some ads try and trick you.

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