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Messages - squidgetx
Pages: 1 ... 34 35 [36] 37 38 ... 123
526
« on: September 03, 2011, 02:24:03 pm »
Lol, thanks. (Problem: I don't know how to program on a computer LOL) Anyway I'm going to rearrange the format when you run the program like I said in the other post since it won't really change the mapping routines or anything anyway, plus it'll save space
527
« on: September 03, 2011, 01:26:56 pm »
I think I'm going to stick to my original thing of having only 16 different tiles per map, so it shouldn't be too bad a problem.
So far I've figured there are two ways to do this: -Run a text/word macro to rearrange the data on the computer the way I want (I don't know how to do this; someone teach me? haha. This will take up more data space but the engine will be faster and smaller and easier to write) -Create an routine that can convert the data into the form I want on a map load/tile-set change. This might be the better option, I just have to write it first lol.
528
« on: September 03, 2011, 12:52:49 pm »
Wow, calcGS is awesome...the only problem is that it exports tile data differently than how I'd like it...I have to figure out how to deal with that first..
529
« on: September 02, 2011, 11:50:58 pm »
Check out the source to SandLand and Stick Ninja (and probably Tag as well); SandLand has a good example of pixel based collision and Stick Ninja is more tile based.
Basically what you want to do is run a For() loop for the length of the current velocity, checking at each point for a collision. I always run the For() loop in pixels even though my engine might be inflated to save on speed. Then if a collision is found, the coordinate is adjusted slightly to rest exactly on the pixel or tile (since it's relatively inaccurate collision testing), and if not then the original inflated velocity is added to the coordinate.
530
« on: September 02, 2011, 11:40:55 pm »
Wow awesome video Happy b-day Omni (I know I'm a bit late but..)
531
« on: August 24, 2011, 08:10:11 pm »
So as some people might have noticed, I finally got my own computer. it's a mixed blessing that it's old (runs win xp); it's a little slow, but that means that I can have access to all sorts of x86 programs that I didn't before (and i have admin rights which i dind't have on the fam comp) So what all of this means is:
-Faster coding/debugging due to access to Tokens and Wabbit -Faster data asset creation due to access to things like Calc GS
And in general, motivation for me to continue this project.
Side note: I think I'm going to switch to 4 lvl gray. The only thing that prevented me from doing so before was that all the tile data had to be masked because I designed the mapping engine kinda strange. However, I'm also unsure if any computer map/tile programs have support for 12x12 4lvl gray...
532
« on: August 24, 2011, 11:35:37 am »
Sorry for the long time I took
Your code looks fine. However, I'd try using the {}r->{}r instead of Copy(). Sometimes Axe just doesn't like Copy()
I'll try to look at it again later if I have time. One other thing could be the !If L-C+1 thing; what does that do? also i don't remember how axe deals with the for loop arguments: it could be that changing c within the loop could screw with it somehow
533
« on: August 24, 2011, 11:28:33 am »
I felt it, sitting on my lifeguard stand in joisey
534
« on: August 24, 2011, 09:30:49 am »
use AV on a "by-need" basis without realtime protection
I think I'll go with Avast based on this policy: many of the AV softwares that I've seen are at least able to detect virii when I get them, and that's all I'm expecting (steps for removal: google, then start deleting appropriate registry entries lol) Thanks for the help guys I'm trying to keep it as light as possible so I can actually use it at a decent speed (It's at least 7 years old lol)
535
« on: August 23, 2011, 03:13:16 pm »
so i'm finally getting my own computer (yay) and it's a pretty ancient one that runs xp (lol) my question to you guys is, what's the best free virus protection software out there? and is it even needed? and don't tell me to run linux lol (although i am tempted to try it out) thanks
536
« on: August 22, 2011, 04:29:28 pm »
DJ; will you make the screens yourself or should we include them in the upload/post?
537
« on: August 22, 2011, 10:07:59 am »
Haha thanks guys. It was pretty epic (45 miles of hiking over 7 days) and now I'm attempting to sort out my life that has gone pretty haywire since I've left lol
538
« on: August 21, 2011, 04:02:19 pm »
Hey guys, I'm back
539
« on: August 10, 2011, 09:36:59 am »
Hey, selectcoaxial, let me teach you about a cool feature Axe has called inData(). It's basically like BASIC's instring()...We can use it to search for K in a list of key values, then add its position in the list -1 to N*10; if K=34, the inData piece will return 2 for example then minus 1. Here's the modified code
Lbl 001 getKey->K
ReturnIf K=15
If K //if K is not 0 N*10+inData(K,Data(33,34,26,18,35,27,19,36,28,20,0))-1->N End
If N<10 Output(1,1,N>Dec) Else Return End Goto 001
Also, to answer your other question, the main buffer is in L6, and it displays regular black/white gfx. The back buffer is in L3, and isnt displayed unless you use a variant of DispGraph^r, in which case it will display grayscale
540
« on: August 10, 2011, 09:27:50 am »
You should make the game in isometric 3d like how it is on the title screen j/k (no, do it ) Regardless, this looks cool. Also maybe make the white pieces easier to see? How many shades of gray can you use, anyway?
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