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Messages - meishe91
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436
« on: November 11, 2010, 11:01:36 pm »
Seems interesting. What is going to be the focus for this language (like Axe is game oriented)? Or what is it going to look like? It seems interesting though, can't wait to see what this becomes
437
« on: November 11, 2010, 10:47:42 pm »
Actually nobody actually knows how to do it except TJ09, and anybody he has told. Everything else is just theories and experiments.
The basic theory though is that you just neglect your egg, or hatchling (though it's a lot harder with a hatchling apparently), views, unique views, and clicks and then right before it dies (with about a day or two left at most) you post it as many places as you can and bomb view it basically. Right now it's pretty much luck though.
438
« on: November 11, 2010, 10:40:59 pm »
Do what?
439
« on: November 11, 2010, 10:30:16 pm »
Bite works, from my understanding, that when the dragon is an adult it gains the ability to bite an egg that you have on your scroll. After you bite the egg it has a 50% chance of transforming the egg and you get to keep it, 25% of the egg transforming and being auto-abandoned, and a 25% chance the egg is killed. That's probably how you got yours, is that it got auto-abandoned. The only thing about Bite is that you can only use it once every four weeks.
You could also ask another spriter to draw one and see what TJ09 thinks or just talk to him directly.
440
« on: November 11, 2010, 09:39:24 pm »
In my tunnel game I used lists or a list for collision detection.
441
« on: November 11, 2010, 09:33:37 pm »
What do you mean?
442
« on: November 11, 2010, 09:16:21 pm »
@MRide: sorry but I've an issue with animated gif on wabbit : it makes me gif 3 times slower than the real game but if you really want it I can post one here
That might be your internet browser. In IE and Chrome gifs are capped at 10 images per second. It might look fine in Firefox and Opera.
Btw looks like an interesting project. I'm a bit worried that it will be hard to know where you are jumping/falling, though with a sprite this large. Regardless, good luck. Maybe you will find a solution. Maybe use Shmibs sprite?
Also ScoutDavid I think it's supposed to look like that.
Or lowering the frame rate inside of Wabbit might fix the problem too. Looks great though, can't wait to see how this turns out
443
« on: November 11, 2010, 09:11:52 pm »
He means, I think, that most games of that sort, on the homescreen, are handled using Disp so they are usually with the player at the top and the objects moving up. Instead you're guy is at the bottom with things moving down. I think that's what he meant.
444
« on: November 11, 2010, 08:22:43 pm »
I think thirty. I don't know though.
445
« on: November 11, 2010, 08:17:37 pm »
Autodesk has a free trial for 3D Studio Max so you don't have to pay for it to try it.
446
« on: November 11, 2010, 08:08:27 pm »
I think SketchUp is mostly for construction type stuff, architectural things, and engineering things so that might have been why you didn't hear about it. I'm not an expert though so I could be wrong @ScoutDavid What is it exactly? Looks nice though. Here are a few things I've made in 3D Studio Max.
447
« on: November 11, 2010, 07:04:11 pm »
I don't know the process of it but from what I've seen it looks like you have to code each token individually which will take a lot, I'd imagine. Sorry. Someone more experienced in computer programming and such would be better at answering this though.
Also, Cooliojazz has a converter too.
448
« on: November 11, 2010, 05:05:25 pm »
@Penguin I found an bug in the converter. There was an area in the code that was prgmDISPLAY and it converted it to "uISPLAY" so I figured something went wrong there.
449
« on: November 11, 2010, 02:49:40 pm »
So do I, it's very weird. 65534 works too, when you set speeds above 20, press right or left and you lose.
My doubt: change sprite temporarily
This is the MOVE code, strangely using the same as Quigibo's because it works very well!
Ok, I have two sprites:
[3C7E427EFF99FF42] and [00007E4242FFFF42]
(this are not the final sprites, this is just a test)
How could I make the second sprite be used only when you press left and right, and the first sprite when you are not pressing any of them.
I've tried many things, always giving me an error :S
Use something like
[3C7E427EFF99FF42]=>Pic1NT (NT: Not-Turn) [00007E4242FFFF42]=>Pic1T (T: Turn)
If getKey(2)+(getKey(3)) Pt-On(Xpos,Ypos,Pic1T) Else Pt-On(Xpos,Ypos,Pic1NT End
that would work, just add a DispGraph , else you wont see anything
(PS: NP)
Going off that method and my method combined you could do: [00007E4242FFFF423C7E427EFF99FF42]→Pic1 Pt-On(X,Y,Pic1+A If getKey(2)+(getKey(3)) 8→A Else 0→A End Or what ever that equivalent for the Pic1+8 part is (I don't know if you need curly brackets or anything or if that's the correct number or not). Might save some space in the end or something. Just a thought.
450
« on: November 11, 2010, 01:32:53 pm »
You could try doing something where when you press left or right it stores a certain value to an offset variable, and when nothing is pressed zero is stored to it. Then just set that offset value to offset the sprite data so you're showing the correct one. Does that make sense?
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