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.
Messages - matthias1992
Pages: 1 ... 8 9 [10] 11 12 ... 29
136
« on: October 13, 2010, 02:31:39 pm »
Very cool builderboy! Now I don't intend to sound demanding saying this but I would like to see angular momentum (spin) in this, that, I think, would finish it off... I am well aware it is difficult, maye not even possible, to implent...It's just something that would finish it all off. First problem is with the sprites/objects themselfs, if there is spin then the sprite must rotate...
137
« on: October 13, 2010, 02:23:30 pm »
As do I
138
« on: October 13, 2010, 10:40:51 am »
Damn MSD8x. Damn TI-Connect. Must. Find. Way. To. Transfer.
Why!!!!!!! WHY!!!!!!!
139
« on: October 12, 2010, 05:42:46 pm »
Congratulations to all the participants for having the discipline to turn something in. You beat me at that point already  , Second, Congratulations to the prize winners, well deserved! And last but not least I still, with all respect, feel it's a little awkward that WFRNG was above the Mansion Impossible, IMHO it should be vice versa...however if this is the decision of the judges and of the voters (of which I am one) then so be it, it doesn't really matter  . Ooh and @guy, don't be discouraged by this! As I said in the beginning of this post, you actually turned something in which is more then I have done  !
140
« on: October 11, 2010, 04:30:36 pm »
now that's illiterate  &feature=related
141
« on: October 11, 2010, 10:16:29 am »
Mine is a design for a computer game I was doing in XNA, but I quitted it, I still have all the files though, to come back on it one day...
142
« on: October 10, 2010, 03:59:31 pm »
correct but I was more reffering to the ease of use of python versus the (compiled) complexity of C-like languages
143
« on: October 10, 2010, 02:49:35 pm »
It is
144
« on: October 10, 2010, 02:44:14 pm »
Today's a cool day...hope North Korea stays calm
145
« on: October 10, 2010, 02:42:56 pm »
The more powerful they get, the more boring they become .
True, but it is not great if you can't even do anything at all on a device, though (or when almost nobody can play your games). Some power is welcome, but yeah, it's cool when it's a bit limited, still, since it makes our stuff look more like an achievement. 
Very, very true. This is why greyscale games are held in such high esteem (altough they are a bit more trivial now thanks to axe  ). However the achievements for this calc maybe very obvious as well, how about stepping up from 2D to 3D? and if the proccesor is powerful enough why not implent a fully functional physics system? maybe even make a on-calc 'gamemaker( http://www.yoyogames.com)' tool? All I am trying to say is that there is still plenty to achieve even on a calc as powerful as this one. From what I see from the video the GUI could use a makeover I personally find it very ugly... I can't wait to get my hands on to this calc moreover because I never got the balls of casio's programming languages...I hope they support some sort of C or maybe python like language...
146
« on: October 10, 2010, 02:38:09 pm »
To be honest, Axe is pretty much a macro set  You're practically programming in ASM.
yep but it is more advanced then that, moreover because commands can be integrated into each other which can't be done using 'regular' macro's. Axe made me want to port C over to the calc but that is far too hard for me but maybe one day...
147
« on: October 10, 2010, 02:36:04 pm »
I seem to recall its 16MB user ram and 16MB flash archive. The 'sort of z80' you were mentioning DJ, is the eZ80 which is 4x as fast as the Z80 and can adress up to 24bits (A.K.A 16MB of memory). It might also be possible there will be only one memory chip of 16MB in this calc since swapping between two memory modules can be a pain if you use different types of memory... Ooh yea, one more thing. Memory size was decided but for the actual chip I propose micron strata flash(16MB), it's on the FPGA I own and its very durable... The chip itself is very small too (for the hardware guys here  )
148
« on: October 10, 2010, 02:31:31 pm »
The map is big, and has to have different calculations, because I can't possibly efficiently do it with objects. So, I have to reimplement it differently for map collisions. I have already re-implemented the vertical component (so you can go through floors and ceilings but not walls). I haven't done hinges and springs yet.
the more you tell me about this the more I want to get the demo  no pressure of course
149
« on: October 10, 2010, 12:08:30 pm »
cool, with vertical collisions do you mean line collisions or are you going to make a bounding box collision detection?
edit: do you already support hinges and springs? *wink wink
150
« on: October 10, 2010, 07:35:10 am »
Ok I just thought I made this topic to get back onto this project. We have decided the hardware components for the OTZ80 but ever since then I haven't noticed any progress... The big question now is, where do we go from here? Of course we will need to build a hardware dummy of this but who is going to make it? When will it be done? If it all works then what is our next step? I think we are in need of some sort of overall plan...personally I think it is good to know who is gonna do what and when they'll be doing it. If I were to make a schedule from here on I'd say our next step is to make one dummy, in the process of making it much can be learned and once it is succesfully made still more improvements might be possible. Actually building something also keeps the project alive, now again I have no clue as to who is willing to do this...I am not going to be it, I'd prefer to take a siderole in the whole development and just help on any level I can...
So who is going to do it (if anybody)?
Pages: 1 ... 8 9 [10] 11 12 ... 29
|