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Messages - squidgetx
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781
« on: February 23, 2011, 03:23:46 pm »
Ok, I fixed a few of the problems. The program still flips out once a test charge meets with a negative charge (I suspect a divide by 0 leading to a velocity change of 65535, but I haven't been able to fix it). Also I changed the graphics and fixed something that was wrong with one of the formulas before.
782
« on: February 23, 2011, 03:17:23 pm »
Btw, /256 is much, much faster than /128 Also, good to hear you got most of it back so far
783
« on: February 23, 2011, 03:12:36 pm »
Runer, what do you mean by Text "Stuff"? Do you mean Text("Stuff")? (Which doesn't seem to work btw) I mean, how do you get Text without parentheses?
784
« on: February 23, 2011, 07:20:44 am »
Remember that DispGraph r is faster than DispGraph. Too bad you're already using the backbuffer though
785
« on: February 23, 2011, 07:18:11 am »
Darl, if by list you mean a free RAM location (ie L1, L2, etc) then yes it is slightly faster and smaller to do that over a variable-location appvar. The difference isn't huge though, only a few cycles.
786
« on: February 22, 2011, 06:04:07 pm »
So in physics we were supposed to be doing a predict-the-electric-field activity, but instead I decided to spend the time writing a program that could do it for me (Axe). I think it's not too shabby, but if someone could help me fine-tune the accuracy of it a bit? In some situations it behaves oddly. Source (Axe) is in prgmA0E.
Controls: 2nd: place positive charge Alpha: place neg. charge Enter: advance scenario
787
« on: February 22, 2011, 04:03:28 pm »
A quick and small way to determine the sign of a value (better than >>0) is EXP//32768 . It will return -1 if the value is negative, and 0 if the value is 0 or positive Also added how Text(30*256+20):Text("Text") is much smaller than Text(20,30,"Text") Credits to Runer112.
788
« on: February 22, 2011, 03:26:55 pm »
Woo, stat calculations! Fun stuff. I advise modifying the ones from Pokemon if you're stuck on ideas, they work pretty well. Also, that menu scrolling looks really nice
789
« on: February 22, 2011, 03:23:03 pm »
Hum... and my little tutorial about all the Axe langage, in french : link
Not important ? or french isn't considered ?
Sorry, I missed that one. Although this list is generally for specific things in Axe, not the whole language. I'll add it anyway though
790
« on: February 22, 2011, 07:13:23 am »
Weeeeeeee!
791
« on: February 22, 2011, 07:12:21 am »
Weee, update!
-Fixed graphics a little -Added tiles that move you around -Optimized moar -Added a terminal horizontal velocity -Allowed moving in the air, but 1/8 the acceleration of on the ground
The level goes in archive, as always
792
« on: February 21, 2011, 06:44:16 pm »
Wow, gratz to Mrakoplaz! Also, I bet they all picked it up from the front page news article that was posted. News everyday policy FTW
793
« on: February 21, 2011, 05:27:22 pm »
Axe doesn't.
The appvars... M1 holds the map data MaD holds more map data The 6 An appvars take up the most space, each being 7k (move animations) ItD items MoD moves ND NPC data ND2 NPC offset table FsD cutscene stuff/title screen AES enemy sprites EnD enemy data AnD character sprites and other random stuff. And then a few external programs disguised as appvars
794
« on: February 21, 2011, 05:19:52 pm »
Ah, the app itself is 16kb, but I have close to 200kb of appvars that accompany the app. I'm working on compression now though, so hopefully that will go down a lot, as it is currently completely uncompressed. Also yeah, its easy from an app. I should link that in the tutorials thread...
795
« on: February 20, 2011, 07:51:59 pm »
Haha, thanks guys. I uploaded a screenie that shows the menu select animation better, for those that didn't want to watch the other screenie all the way through. It looks pretty hot (OK, I need to stop with these puns haha)
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