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Messages - squidgetx
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406
« on: December 04, 2011, 05:35:00 pm »
I would still commend someone who can make a complex game utilizing one file but I agree that direct attacks based purely on file size with no additional suggestions for improvement are unnecessary.
However, I also want to make sure that people understand that file size/number of subprograms does matter. Keep in mind that file quantity and size are as much a part of the user-friendliness of a program as speed is. If a game loads so slowly that it is a pain to the user, he will not want to play if very much, will he? The same goes for a game that takes up so much RAM that the user has to start deleting lists and small appvars (to clear the VAT) in order to play. And many coders dislike the clutter that accompanies files with a large number of subprograms. Whether you like it or not, user-friendliness is affected. If you can help it, try to keep these to a minimum. But critics should also understand the idea that subroutines can only exist in BASIC in this form, etc. etc.
I know I kind of argued both sides at the same time here. The main point I want to get across is to be considerate. Coders, be considerate of your user's time and opinions. Users, be considerate of your coder's hard work and dedication.
407
« on: November 30, 2011, 11:08:58 pm »
Finished, put into zContest. Here's the first official release Nothing really new, just overall cleaner and I also added 2 more levels. Now to start on Cemetech's contest :O
408
« on: November 30, 2011, 11:04:46 pm »
Dec 1 23:59:59 in french time.
That's 6:59 PM on November 30th EST, by the way.
Um, you mean 6;59 Dec 1st EST, right? It's currently 5AM in france (CET), Dec 1, 11pm Nov 30 EST I've submitted on the zContest website, I hope I did it right (it displays under projects under my account). I hope I don't need to do anything else because I'm going to be away until Dec 2nd in french time....
409
« on: November 28, 2011, 03:14:18 pm »
That was fast, you finished before I even saw the thread . I was going to suggest realistic gravity in Falldown, Avalanche and Jump (if it's not already in Jump), as well as quadratic movement in Falldown, Avalanche, Obstacles, and also a smooth transition between games (Something fast, but discernable. A simple screen flash would suffice perhaps?) Another idea I just had: make the xy coordinates and x movement of the game before transfer over into the next game. Between falldown, avalnche, pong, tunnel, and obstacle this could make for some interesting results. Example: player is moving left in fall-down, the game switches and now his sprite for obstacles is in the same location and moving the same direction (and speed) You still have 2 days if you want to experiment with my suggestions
410
« on: November 27, 2011, 04:09:30 pm »
Looks nice.
Small nitpick: maybe you want to take a look at the drawing code for the sprite you have there: there's some white-space lag. I don't know how to explain it, but watch the screenie really closely and you'll see.
Nice effects, btw. Also I like the background. I was going to suggest using something other than just pure b/w blocks too (You'd have to use masked sprites though)
411
« on: November 15, 2011, 05:33:22 pm »
Currently looking into ways to store the AI. I'm thinking one enemy per column, and every other byte a tile. Are there any other methods that might work for this sort of thing?
Not sure what you mean by one enemy per column In StickNinja I made an array to hold the enemies with the following characteristics: Byte 0-1: Enemy Type (Determines sprite, speed, health, and/or movement pattern etc.) Byte 2-3: Enemy X Byte 4-5: Enemy Y Byte 6: Enemy X speed Byte 7: Enemy Y speed Then loop through the array to adjust position accordingly, check for collisions, etc. You could probably also use the enemy type to determine a code address in another LUT to apply special effects now that we have direct address manipulation.
412
« on: November 14, 2011, 09:43:36 pm »
I would just try and google the name of the virus on a different computer, while restarting the infected one in Safe Mode. From there you can probably follow whatever instructions you find online (usually involves deleting registry entries) or download Microsoft Security Essentials, as others have said.
413
« on: November 12, 2011, 09:25:26 pm »
Ah, sorry, I thought that madpad was the name of the song or something lol.
I need a better way to record these, I've been recording in Audacity and getting the video separately, which isn't too bad. Just that I need a better video editor or better PIP plugins for Windows Movie maker (lol)
414
« on: November 12, 2011, 09:22:13 pm »
I made my own using madpad I used a 1 octave pitch shift cuz I was too lazy to record the bass . Also madpad only uses 12 sounds.
Link to video!
Clicking the link takes forever.... Just right click and 'save target as' I guess.
Nice! What video/audio editors do you use?
415
« on: November 12, 2011, 05:29:10 pm »
does that work flawless?
Almost since there is a tiny delay. You won't notice it
There is a noticeable delay. If the length of the note is too long, it becomes way too noticeable. If the length is too short, the note loses its value. In the video I used 8192, which is a good balance but it's still not a pure sound wave. You don't really hear the delay, but the sound texture is different.
416
« on: November 12, 2011, 11:47:44 am »
What are you trying to tell me? I already use an LUT for the frequency table. However, in order to have the calc play sound for as long as you have a key down, you need to run a loop with a Freq() inside it. Which means that for a split second, there is a break in the tone of the note. Which means that it's no longer a pure wave and thus sounds a little icky...
417
« on: November 12, 2011, 11:37:32 am »
sounds like earrape
lol, well yeah. Can't do much about the sound quality without ASM
You can! Use a frequency table
I did lol. that's what AxeSynth does. You try it, there's no escaping the slight buzz on Continuous Mode.
418
« on: November 12, 2011, 10:46:09 am »
sounds like earrape
lol, well yeah. Can't do much about the sound quality without ASM
420
« on: November 11, 2011, 08:53:57 pm »
Apologies for the awful video quality...
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