Author Topic: Zedd Physics Library (BETA)  (Read 26207 times)

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Offline leafy

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Re: Zedd Physics Library (BETA)
« Reply #75 on: November 15, 2011, 08:32:45 pm »
Running and drawing the objects is all handled within the subroutine SimZ.
LoadZ():
r6 as the sprite number: Can be any number from 0-255. This denotes which sprite you want to draw, as well as differentiates different types of objects. For example, I have 0 as the player object, 1 as boxes, 2 as explosives, and 3 as fragmented objects.
The objects are being drawn within Zedd.
It doesn't matter. You can change it within Zedd :P

Yes, you can change the buoyancy. You can write your own routine to alter the buoyancy byte, or just alter the byte directly.
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Offline Michael_Lee

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Re: Zedd Physics Library (BETA)
« Reply #76 on: November 15, 2011, 08:37:50 pm »
In that case, I'm assuming that Zedd can't draw grayscale sprites (unless you modify it)?
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Offline leafy

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Re: Zedd Physics Library (BETA)
« Reply #77 on: November 15, 2011, 08:39:55 pm »
Just change the area where you draw the sprite to draw to the greyscale buffer as well.
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Offline Builderboy

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Re: Zedd Physics Library (BETA)
« Reply #78 on: November 15, 2011, 08:40:24 pm »
Indeed, but it could be easily modified to display greyscale, as long as you know a little bit of what you are doing.  And sprite number merely points to the offset in your defined sprite buffer.  0 will point to the first sprite, 1 to the second sprite, and so on.  In the future, high numbers like 255 and 254 might signify drawing using Rect() and various effects.

Offline LincolnB

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Re: Zedd Physics Library (BETA)
« Reply #79 on: November 16, 2011, 10:15:24 am »
Zedd is really good as-is, but even better if you know what you're doing enough to modify it to your specific needs :)

EDIT:
Do all sprites have to be pointed to Str0SP, or does it not matter?
Yeah, by default, Zedd looks at Str0SP for the sprites.
« Last Edit: November 16, 2011, 10:16:45 am by buttsfredkin »
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Offline Builderboy

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Re: Zedd Physics Library (BETA)
« Reply #80 on: March 03, 2012, 06:01:46 pm »
Posting small beta cause Runer and Leafy wantz it :P

Offline LincolnB

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Re: Zedd Physics Library (BETA)
« Reply #81 on: March 03, 2012, 09:10:37 pm »
What does this version have?
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Offline Builderboy

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Re: Zedd Physics Library (BETA)
« Reply #82 on: March 03, 2012, 09:19:37 pm »
It's only half working and not fully finished, so I wouldn't recommend using it, i just posted it here because leafy and runer kept poking me >.<

Offline LincolnB

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Re: Zedd Physics Library (BETA)
« Reply #83 on: March 03, 2012, 10:50:37 pm »
How is it different from the "normal" build?
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Offline leafy

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Re: Zedd Physics Library (BETA)
« Reply #84 on: March 03, 2012, 10:53:08 pm »
It involves a couple of flags that change the previously inaccurate player friciton.
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Offline Builderboy

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Re: Zedd Physics Library (BETA)
« Reply #85 on: March 03, 2012, 11:35:29 pm »
Well that, but it is also a work in progress, and so is incomplete and contains many features that are only half working or poorly implemented.

Offline Streetwalrus

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Re: Zedd Physics Library (BETA)
« Reply #86 on: October 30, 2012, 03:28:25 pm »
Hey, that's a nice engine you've got here.
I downloaded it, but there is no advanced install dir in the zip. Is this an error on your part or on mine ? ???
« Last Edit: October 30, 2012, 03:28:48 pm by Streetwalker »

Offline Builderboy

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Re: Zedd Physics Library (BETA)
« Reply #87 on: October 30, 2012, 03:33:29 pm »
It is still in beta, so the advanced installation feature has not been completed yet, only the most basic features are available right now.

Offline DJ Omnimaga

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Re: Zedd Physics Library (BETA)
« Reply #88 on: October 30, 2012, 04:05:07 pm »
Builder was here?? O.O Nice to see you again
« Last Edit: October 30, 2012, 04:05:22 pm by DJ_O »

Offline Streetwalrus

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Re: Zedd Physics Library (BETA)
« Reply #89 on: November 06, 2012, 01:34:25 pm »
Ah OK. This explains that. :D
Well, no biggie. I'll write my own engine for my game since it'll perfectly fit my needs this way. ;)