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Messages - simplethinker
Pages: 1 ... 29 30 [31] 32 33 ... 47
451
« on: February 27, 2009, 10:04:13 pm »
you reset your calc yet?
hell, do that sequence again and maybe it will go back upright.
LOL
Sort of like when I hit a pot hole in the road that threw off the steering, then another one got it back It works!
452
« on: February 27, 2009, 06:52:39 pm »
EDIT: I've decided to just go with B&W. It save speed and space, and is a lot easier.
Lazy bum j/k The sprites will still look great
453
« on: February 27, 2009, 03:31:05 pm »
EDIT: Hmm.. After watching the ss's again, I've decided wabbitemu sucks with GS.. That's probably your problem #1: If you have really large maps I'd say 4 p/m since otherwise it would get really boring and frustrating (ever play the original pokemon blue/red without a bike? :'() #2: You could just add in more flicker commands (or whatever they are, like the real(1 or real(3 commands to make the gray). Does the grayscale look better on-calc? And I see you got the direction thing working. It looks nice
454
« on: February 27, 2009, 03:08:52 pm »
What's an autotile?
455
« on: February 27, 2009, 01:03:52 pm »
456
« on: February 26, 2009, 05:16:24 pm »
This is a question for Iambian, but since there isn't a CelticIII topic, the question doesn't really deserve a whole new topic, and it has to do with the engine for Chip's Challenge, I'll just stick it here.
For xLIB's tilemap function do you plan on allowing decimal/fractional entries in the matrix like in xLIB? I'm assuming that you're not since the xLIB compatibility is pretty much done, but I just want to be sure before I start converting my engine to the string tilemapper if I don't need to.
457
« on: February 26, 2009, 03:50:10 pm »
It looks good What's that box in the center?
458
« on: February 26, 2009, 10:58:12 am »
Cool! Nice find
459
« on: February 26, 2009, 10:42:38 am »
I've been thinking more about this. There are only two things I'll need to keep track of: the number of lines and the length of the longest line (in pixels). Each line is 7 pixels tall, so with the number of lines I can determine the distance to put between the two horizontal sides, which can then be used to figure out where it should be placed to center vertically. Similarly, the maximum number of pixels wide will tell me the distance between the vertical sides and where to center it. For the format a level's text is saved in: :NM :Text... :Text... etc... Where N is the number of rows (it will always be one digit) and M is the max length. If I read that first line, sub(string,1,1) will get the number of rows, and sub(string,2,length(string)-1) will give # of pixels. [edit]It actually wasn't too hard. Level 1's hint is stored as :356 :Chips get you past :sockets. Use keys :to open doors. : (2 spaces) And the extraction/displaying routine (using Celtic2 for now) is: :0→θ :"A3→Str0 ;text is in prgmA3 :5L-4 ;L=level # :Asm(prgmCELTIC2 :expr(sub(Str9,1,1→H :expr(sub(Str9,2,2→W :44-int(W/2→A :30-7H/2-fPart(H/2→B :real(12,3,A,B,50+int(.5W-.5),B+3+7H,1 :For(E,1,4 :E+5L-4 :Asm(prgmCELTIC2 :Text(B-5+7E,A+3,Str9 :End [another edit]Not hard-coding the hint text has caused slower rendering, but added a lot more flexibility. Eventually I'll be using Celtic III instead of Celtic2 and I'll fix the crappy code. For now though, I just wanted a working routine.
460
« on: February 25, 2009, 06:59:12 pm »
So using the most recent keypress to determine the direction the sprite should be facing?
461
« on: February 25, 2009, 06:48:37 pm »
i see noahbaby94 really IS using my idea o_O
Well it's using xlib but based off of your idea.
What idea
462
« on: February 25, 2009, 05:00:52 pm »
Congrats on choosing a name , it's fitting. You don't have to wait for sprites before screenies, do you? Also, I would have thought Zelda would be closer to LOTR than Pokemon though
463
« on: February 25, 2009, 04:41:41 pm »
It looks good
464
« on: February 24, 2009, 09:35:42 pm »
That looks awesome! Plus, it shouldn't be too hard to win
465
« on: February 24, 2009, 05:31:08 pm »
I forgot about the readline command. Readline in both Celtic2 and Celtic3 can read from archive.
Not all the hints are the same number of lines, but I could probably do something similar to null-terminating the lines (e.g. stop displaying the lines if the next line is "!"). Since the text is on the graphscreen, not all characters are the same width, and also the hint text isn't always the same number of characters wide so I'll need to store the x coordinates of the box, but that wouldn't add too much to the size.
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