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Messages - leafy
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481
« 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
« 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
« 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
« 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 )
I thought I already programmed all those things in :O
485
« 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
« on: December 07, 2011, 10:13:28 pm »
Very nice! This looks like a very polished release
487
« 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  Next up - dialogue routines!
488
« on: December 06, 2011, 02:28:31 am »
It appears you uploaded an image of your game instead of the game itself
489
« 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
« on: December 05, 2011, 09:30:29 pm »
491
« on: December 04, 2011, 10:04:19 pm »
Sounds great ^^ Just saying, you guys have done an excellent work
492
« 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
« 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
« 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
495
« 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/graviter113011Make sure to click the black download button, some ads try and trick you.
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