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Messages - squidgetx
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316
« on: May 25, 2012, 06:36:49 pm »
Looking good I second the call for scientists! And variable-size zappers? Coins? Powerups?
317
« on: May 24, 2012, 06:48:41 pm »
Lol I love DCS7 cause I don't have to follow these steps : 1. Turn on Calculator 2. Go to Apps 3. Scroll down to MirageOS 4. Click to open folder 5. Scroll down to game Instead I only need to follow these steps : 1. Turn on Calc 2. Go to Prgms 3. Click the number of the program or scroll down 4. Press Enter
Actually with Mirage you can do this 1. Turn on calc with On+Apps taking you straight to Mirage 2. Open folder 3. scroll down 4. press enter which is the same number of steps, but often involves less scrolling because you don't have non-mirage programs cluttering your list =P Still doesnt beat zstart's shortcut keys, but whatever. Also looking good parser
318
« on: May 23, 2012, 07:43:46 pm »
Lol, off by 10 Oh well
319
« on: May 23, 2012, 03:57:20 pm »
iirc appvars are 11...I think you can actually convert the appv token into the right number. Protected programs are 6.
This looks nice so far. I think shift left/right/up/down would be good as well as mirror/invert function.
320
« on: May 20, 2012, 11:12:48 pm »
Good luck. Your data structure sounds solid: a good foundation to build on
321
« on: May 17, 2012, 10:51:53 pm »
Missed a lot of this action. Looking good penguin, I'll try and load this asap
322
« on: May 16, 2012, 03:28:33 pm »
Moved to Axe Projects board.
323
« on: May 16, 2012, 03:27:33 pm »
324
« on: May 15, 2012, 07:32:06 pm »
Your fingers are inhuman sir
325
« on: May 14, 2012, 10:31:44 pm »
You should just be using getKey() instead of the BASIC-style getKey->var
326
« on: May 14, 2012, 10:28:35 pm »
I'm not familiar with Fire Emblem, but you could just loop through all the tiles surrounding the enemy to check if the player is there. If the player is within range, store the player's coordinates and use some basic algebra to figure out what direction to move towards. Hopefully this is somewhat helpful; if you could describe the movement style more I might be able to come up with something more specific
327
« on: May 09, 2012, 03:55:21 pm »
This is pretty impressive; how are you producing the sound? Are you using specially timed instances of Freq() or writing directly to the port? You have to explain to me how it works
328
« on: May 05, 2012, 12:38:54 pm »
Wait, it's definitely a calc project, he just was talking about apps and appvars...
Anyway, if you want BlakPilar I can send you the source to the old demo of A:P. There was some intense data-management going on there that you could look at if you need help organizing/methoding data
329
« on: May 01, 2012, 09:09:15 pm »
@Builderboy Wow, I didn't notice well now i just look silly :O haha @DJ, hm sounds interesting...Maybe I'll pick this up after finishing Zombie Gun (Actually by then the contest might start..plus i want to work on Ash )
330
« on: May 01, 2012, 08:54:07 pm »
I see. As for the last tilemapper attempt, I think the slowdown was caused by having to figure out if a tile needs to be drawn or not, depending if it's behind another, and because of all the transparency and masks involved.
Oh, that looks like a familiar screenshot Yeah, also remember that that gif is running 15 fps or whatever, so it'll look slow in chrome which caps at 9fps. But it was still too slow for practical use *sigh*. Though I did have a (slightly buggy) quadratic gravity/physics/collision engine running on top of that The main reason it was so slow was actually because I didn't bother checking for whether or not a tile needed to be drawn...making it 5x slower than a normal 16x16 masked tilemapper by default. My advice would be to figure out an efficient way to accomplish that, since I was too lazy to
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