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Messages - saintrunner
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136
« on: February 19, 2012, 04:50:42 pm »
added a few more, sorry I don't have that much time to finish all of them. also did you want them black and white or grayscale? I just kinda skimmed through this thread and added to one of the sheets enjoy and good luck
137
« on: February 19, 2012, 04:01:18 pm »
Probably (one of)his reason(s) was to have his account deleted because he doesn't want to add another account to the list and waste space(I doubt it's much though). Which is actually a polite thing to do. The only thing I can 'blame' him for is that he didn't rightaway say the reason in his post, but it does not deserve those 2 downratings.
I totally agree with this ^^ The whole point of Omnimaga was to be a friendly place where people can learn about calcs and programming with know fear of being judged. And when a member leaves we should be thanking them for the visit and wishing them luck elsewhere. To that I say Thanks vxl, for checking us out, and I hope you enjoy the rest of your internet travels
138
« on: February 19, 2012, 03:40:21 pm »
Well, couldn't you just cease to log on?
139
« on: February 18, 2012, 07:19:03 pm »
140
« on: February 18, 2012, 05:14:45 pm »
ok well it's been three days, so I guess I can keep waiting
141
« on: February 18, 2012, 05:13:01 pm »
How long did it take for you all to get your PRIZMS? mine is apparently still on the way
142
« on: February 18, 2012, 02:28:15 pm »
wow! it would be that big! well, I don't think if I made a BASIC game, I would use that many maps anyways And even if I did make a BASIC game, I doubt it would be ANY where close to how AMAZING your games are! You are my BASIC hero
143
« on: February 18, 2012, 02:25:30 pm »
No, lol, collision and better smooth scrolling
144
« on: February 18, 2012, 02:24:53 pm »
Did you try the matrix-based version I sent you? Or do you just want to do a string-based mapper?
Matrix tilemapping will be definitely faster. However, the size when the map gets kinda big....* TBO_Yeong shudders Yeah he might be forced to rely on XCOPY or Doors CS's Zcopy function. X.x. A 12x8 matrix in storage format (in the code) is between 250 and 350 KB large, so if your game got 200 maps (even less than Metroid II), it won't even get close to fit in RAM. In addition to that such matrix in matrix file format takes around 1 KB of RAM. They're much faster for collision detection, though.
if it doesn't fit in your RAM, couldn't you just use noshell and archive it?
145
« on: February 18, 2012, 02:21:26 pm »
By the way I like your avatar
146
« on: February 18, 2012, 02:17:33 pm »
Thanks so much you all have helped so much
147
« on: February 18, 2012, 01:42:12 pm »
theres a bug, if you have a tile to your right you can't move down, also do I change the current subs with the above or do I just add it before?
148
« on: February 18, 2012, 01:21:11 pm »
IT WORKS! Thanks so much! any way to make it so it tests certain 'tiles' ?
edit: bug....if you have a tile too your right you can't move down!
149
« on: February 18, 2012, 12:55:04 pm »
No I am still going to use it, but not right now, lol
150
« on: February 18, 2012, 12:41:05 pm »
It's still not that much. That's cheaper than a lot of the games I've seen
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