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Messages - squidgetx
Pages: 1 ... 111 112 [113] 114 115 ... 123
1681
« on: September 30, 2010, 03:26:35 pm »
Yeah, which is kinda cool in some ways because depending of the situation, one might be easier to read than the other. In a game based on a center screen point of view or something (like 3D games) having negatives helps a lot.
....cuberunner
1682
« on: September 30, 2010, 03:13:07 pm »
WHAT!? grrrrrrrrr TI just makes worse and worse decisions...though it's not as bad as if they removed the z80 line completely. Although I guess this marks the beginning of the end Although like Iambian said, z80 shouldn't be going anywhere too fast. Most of the people I know at school (teachers included) haven't even heard of the nspire, and pretty much every textbook and course written so far for higher math uses the 83+ series :\
1683
« on: September 29, 2010, 10:56:19 pm »
well obviously because it's so cool if you hate on other people/organizations. I want to be just like that guy when I grow up. he is now my new role model.
...........jk
1684
« on: September 29, 2010, 10:50:39 pm »
Lol ztrumpet, that is a bug I have noticed and removed. But yeah, now that you mention it, I'm not limited in anyway to the current color schemes so I'll probably put that in later Camera rotation works. The problem is that it looks a bit odd when your horizon is at 0 degrees while all the cubes are slanted. Currently the lightgray area is drawn with RectI()r . I can't think of anyway to make it slant along with the camera rotating, since Rect() only supports....well, rectangles. I could do it easily with Line(), reducing the horizon to simply a light gray line or two instead of having a whole "sky." I'll put up screenies tomorrow when I can to show what I mean, I just got back from swim practice and a bit tired Oh and for those of you who are playing, does it ever get boring/too easy? If so, at what score (general range is ok). Currently the difficulty never changes, so I need to start working on that. My best score is around 4000, but after around 2000 it gets kind of boring for me lol, but of course I don't know whether the fact that I made the game or not affects the interest/difficulty oh and the new quick modify button is awesome and recognizable. props.
1685
« on: September 29, 2010, 05:10:46 pm »
fyi, I might have to take out the lightgray sky and replace with a simple horizon line in order to implement rotation when turning. Thoughts?
1686
« on: September 29, 2010, 04:06:39 pm »
update!new features: 4 shade gray (facilitating the creation of a 'sky' of sorts) tunnels and other 'area separations' (watch the screenie all the way through 1000 to see all of them) changes: much much smoother acceleration bug fixed, also much smoother than before you may notice that there's no collision detection in the screenie, but that's just because I'm too lazy to actually skillfully play through all the way to 1000. Attached executable is a working game though
1687
« on: September 27, 2010, 12:44:56 pm »
Same amount of levels, scoring increments twice as fast (as DJ said), and they are spaced a little more closely together than before making it easier (to get to the next level) and harder (to score high)
1688
« on: September 26, 2010, 04:53:46 pm »
bugfixes, scoring is different.
That's pretty much it lol. I tried to get the game as finished as possible before the contest deadline so there wasn't that much to add
1689
« on: September 26, 2010, 04:45:59 pm »
woaaaaaaaaaaaaaaaahh i never noticed that either.... and half the forums I'm actually active on are SMF lol
1690
« on: September 26, 2010, 12:45:37 pm »
ok looked at it a bit more closely but this
!If {B+3*H} 1->{B+3*H} X->{B-1+3*H} 55->{B-2+3*H} is the same as
!If {B+3*H} 1->{B+3*H} X->{B+2*H} 55->{B+1*H} remember, Axe does order of operations left to right, ignoring conventional algebra styles.
What I think you want is
!If {H*3+B} 1->{H*3+B} X->{H*3+B-1} 55->{H*3+B-2}
1691
« on: September 26, 2010, 12:36:32 pm »
um, didn't look too closely at your code, but judging by the screenie, you didn't set a limit to the x and y values of the laser. So they kept increasing (and getting drawn off screen), and when they reached 255, they reset to 0 (this is why they appeared then on the other side)
1692
« on: September 26, 2010, 11:51:20 am »
Thanks
1693
« on: September 26, 2010, 09:49:14 am »
The extreme turning bug has to do with a weird way that I dealt with key detection. I'm pretty sure it happens when you are going at max speed and then press the other key at the same time. In order to get unstuck for now, just tap the directional key that you're turning in, and you'll slow down I have to fix that lol The line I'll add probably once I get all the graphics fixed (I keep messing with the vanishing point location and depth field measurements and stuff) The squares not reaching the bottom of the screen is a side effect of a temporary bugfix that involves randomly spawning squares everywhere along the bottom 16 pixels. i think it's because since the squares are moving so fast when they are that close to you, it just doesn't look right, so I just got rid of them. However, could be something wrong in the engine too. Camera rotation will be probably later on my agenda, but I'll definitely try it out I'll look into all of these and hopefull get them fixed
1694
« on: September 25, 2010, 05:53:48 pm »
Yeah, I kept getting error messages because I was trying to upload a file with the same name as the old one (CR01) so then I clicked back, changed the name, but then it told me that I had already posted it. So I added the attachments one at a time lol
@Builderboy: yes, that will be the next part that I'm working on. It's probably going to be a little while before I get it done, because that's going to require messing around with the engine a little bit.
1695
« on: September 25, 2010, 05:46:23 pm »
update:
-grayscale cubes -acceleration/deceleration when moving -speed increase as you go on in the game
Grayscale doesn't look half as bad as I was expecting it to be, so I kept it. let me know what you guys think. make sure to view the screenie in firefox/opera, in chrome (and IE i think) it look s pretty awful
And yeah, I'll try to work on the smoothness some more
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