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Computer Programming / Re: Game Engines in Java
« on: March 06, 2013, 03:15:29 pm »
Thanks! I need to start developing...
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. 1291
Computer Programming / Re: Game Engines in Java« on: March 06, 2013, 03:15:29 pm »
Thanks! I need to start developing...
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Computer Programming / Game Engines in Java« on: March 06, 2013, 03:07:40 pm »
Hey, are there any good/easy to use Java game engines out there other than JMonkey out there?
I don't want to use JMonkey because it requires jdk 6, and I have jdk 7, and I don't want to downgrade... 1293
Zarmina / Re: Zarmina« on: March 06, 2013, 02:57:34 pm »
Desura pretty much MUST be cross platform (not really, but it almost always is), though. Unless this is coded in C and not C#/some other windows-only language, it won't be.
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Zarmina / Re: Zarmina« on: March 06, 2013, 12:52:04 pm »
Use C and make it cross platform!
I hope this is not dead... It looks interesting! Also: release on Steam, definitely! 1295
TI Z80 / Re: VVVVVV« on: March 06, 2013, 09:51:17 am »
As I said, I'm probably not doing a black background... I'll work on that line routine though...
Thanks for the sprites! 1296
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni« on: March 06, 2013, 09:40:09 am »
4656:
* pimathbrainiac uses /me too much 4657: leafy is equivalent to god in your mind 4658: ALL HAIL LEAFY 1297
TI Z80 / Re: VVVVVV« on: March 06, 2013, 09:37:35 am »Looks nice and nice speed so far. Do you plan to make the background black like the original (and add borders around floor/wall tiles like in Keoni's screenshot?) I do not plan on a black background because I like the graphics I have right now... I might later, though. I'm working on the logic for the lines right now, but I probably won't need them due to the almost solid borders of the floor tiles. 1298
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni« on: March 05, 2013, 10:00:59 pm »
4648: You are in a relationship
4649: What??? My calculator does not count??? 4650: You need a life 4651: You eat a 1-up mushroom 4652: Not that kind of life!!! 1299
Other Calculators / Re: Orion TI 84+« on: March 05, 2013, 09:56:56 pm »
Talking ASM games?
* pimathbrainiac runs
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TI Z80 / Re: VVVVVV« on: March 05, 2013, 09:53:47 pm »
As I said, I fixed it (as in I created a reduced (collision) map based on the full (sprite) map, so I don't need all the or's to check for different sprites that do the same type of collision) I used to use the full map for collision testing as well.
That said: SCREENIE TIME!!! (new graphics part me, part Kenoi) ![]() New levels not in this screenie due to spoiler alerts! 1301
TI Z80 / Re: VVVVVV« on: March 05, 2013, 09:30:19 pm »Wait do you have a single OR statement for every spike? How exactly are you doing your collision detection? I fixed the problem, but to answer your question: pointer based. 1302
TI Z80 / Re: VVVVVV« on: March 05, 2013, 06:54:38 pm »
For more checks for more spike blocks... (I need to get some more optimizations in...)
Edit: ninja'd by kenoi! 1303
TI Z80 / Re: VVVVVV« on: March 05, 2013, 05:39:12 pm »
Only doing 100 rooms, so don't worry... The map appvar is ~ 9600 bytes, so it won't get any bigger (it's already accounting for rooms not done yet)
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TI Z80 / Re: VVVVVV« on: March 05, 2013, 02:54:13 pm »
Sooooo... My engine was made REALLY slow due to a ton of "OR" statements I added, so no screenies yet
![]() However, I have some new levels and Kenoi's graphics implemented, so I will get a screenie in soon (If I can get one in before TI-Concours) 1305
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni« on: March 04, 2013, 06:41:01 pm »
4636: You are 32 posts away from 500
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