This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - trevmeister66
Pages: 1 ... 25 26 [27] 28 29 ... 71
391
« on: February 19, 2009, 12:40:59 am »
By the way when going fast will you slip when turning (if you hold down accelerate button)?
Yeah that seems like it would be a good idea. Make it a little more challenging
392
« on: February 19, 2009, 12:37:17 am »
I want to argue with you, becasue deep in my heart I know I'm right. But my brain can't think of a good reason
lol fail.
393
« on: February 19, 2009, 12:27:18 am »
heh well once you finish pokemon I'll give you the source and you can have at it.
394
« on: February 19, 2009, 12:17:18 am »
Yeah large maps would be a pain, but all you're doing is converting the matrix number (0,1,2,...,18,etc) into it's hex form and putting it into a string. Even a large map wouldn't be bad.
395
« on: February 19, 2009, 12:13:00 am »
IMO, it would be much slower to DEVELOP and program. however, as a program, i think it could be about as fast or faster than the traditional matrix method. in any case, this supports a much larger map than matrices ever could. also, in conjunction with other celtic commands, i think it will run just fine.
Actually I don't even think it would be THAT much harder. It would take a little more effort since it has to be in a string, but I don't think it would be terribly much more. Also I think the speed advantage would be worth it, and I think it would be smaller as well. I'll probably end up going with this idea
396
« on: February 19, 2009, 12:11:11 am »
I would do as kevin said and increase the scroll speed, but also slots have the reals stop at different intervals (ie, the first one stops then 2 spins later the second one etc..)
Yeah that's what I want it to do, 1st stops, then 2nd and finally 3rd. I'm not gonna have user stopping, but I have to figure out a way to get the to scroll at different speeds.
397
« on: February 18, 2009, 10:45:21 pm »
I don't think you should add the ability to move items around unless it's really necessary. I think the added code would be too much slow down/memory for such a small feature.
398
« on: February 18, 2009, 09:00:07 pm »
Wow O.o nice work. I actually understand it now. It's a lot smaller than the matrix's and you can just do sub(str1 != "0B" or whatever to check collisions.
399
« on: February 18, 2009, 08:12:36 pm »
* noahbaby94 pokes metagross111 for progress.
? It's going alright so far. No name and no story, but everything is going well so far.
400
« on: February 18, 2009, 06:49:55 pm »
You could use identity(4 it's smaller.
Yeah that's what I was thinking, but I have no idea how to use it
401
« on: February 18, 2009, 06:39:24 pm »
Why identity(4)? real(2) does the same thing and is less complex.
The only reason I can see using identity(4) is that it MIGHT take up less space due to it not using a matrix. (BTW, not saying that you're doing anything wrong, I'm just curious as to what you're seeing that I'm not. I can't say that I'm a better programmer or anything. ^_^; )
Heh I don't know. I thought it'd be cool to use it, but you're right, real(2 is a lot simpler and easier.. just a tad bit larger. I'll worry about that when the time comes, but for now I must continue to redo all my stats. PS you are a great programmer. WRITE SOME TUT'S!!!
402
« on: February 18, 2009, 05:54:04 pm »
Yeah I'm not using sprites yet. Since I just switched to Celtic III, I didn't have a good graphical map (I just did dual layer ASCII on the graph screen). Now that I am using Celtic though, I might consider switching to a more graphical design vs. simplicity. before I do that, I need to figure out how to use identity(4...
403
« on: February 18, 2009, 03:30:48 pm »
Sorry for the double post. I have finished switching over to Celtic III now (Goodbye CODEX!!one!1!!). Here's an up to date screenie: One known bug so far is that in the stat lvling screen, when I try to go to the left column, it doesn't display the marker. It shouldn't be too hard to fix. Now I plan to re-make all the race/class stats and to add a whole new thing: elements. There are going to be a total of 6 races, 6 classes, and 6 elements, making 216 different possible combinations..I think. I'm also going to add in an extra skill to make it more diverse.
404
« on: February 18, 2009, 11:18:05 am »
Woot for release dates! Any screenie..?
405
« on: February 18, 2009, 02:38:23 am »
Welcome once more to Omnimaga. Here you'll find a wide variety of people and games, and you're free to roam about as you please. Just don't mind the red pool leaking from the janitor's closet. Thats umm...paint. Cos we're remodeling in there.
The .. "remodeling" was supposed to be a secret.. -.- Welcome to the boards, and Omni has a plethora of better basic programs/games than UTI (in progress at least).
Pages: 1 ... 25 26 [27] 28 29 ... 71
|