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Messages - BlakPilar

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TI Z80 / Re: OPIA - A full OOP language for z80
« on: May 09, 2012, 09:39:19 pm »
Alright, that's what I thought. Everything seems good to me!

TI Z80 / Re: OPIA - A full OOP language for z80
« on: May 09, 2012, 08:54:49 pm »
By byte- and uint-prefixed strings, do you mean that number would be the length of the string?

General Discussion / Re: Watcha Been Listening Too?
« on: May 08, 2012, 05:50:04 pm »
@Blakpillar:Nope I don't recognize any of em, but I know we have some metal we like in common. :)

Hmm... DTG is death metal, DOH is deathcore, and CD is grindcore, so idk lol.

If anyone likes Hollywood Undead, then you'll love Deuce. Just be warned... Most songs are pretty NSFW... Everyone would like Tut Tut Child, though. He's DNB / dubstep (apparently called drumstep).

The Axe Parser Project / Re: Tangent?
« on: May 07, 2012, 09:33:20 pm »
Instead of using slope and a flag, would it not be easier to use just an angle instead?

Precisely my initial question lol. But I don't need to worry about left/right movement. The bullets start on the left side of the screen in the middle, and are fired so they go to the right either up or down.

The Axe Parser Project / Re: Tangent?
« on: May 07, 2012, 08:45:15 pm »
Basically what I have is all of my bullets' data stored in L1, with the format being this:

Offset | Meaning
n+0    | ^r = X
n+2    | ^r = Y
n+4    | Slope
n+5    | Flag for up/down

Now, I do realize I don't need the word-sized X and Y, but I didn't feel like working with one-byte variable numbers while I was writing this. Anywho, basically what id does right now is at every update the X is incremented by 1 and if X^slope is zero, I change Y based on the flag. Right now it works fine, but my question was instead of doing a slope, would it be easier to have something like tangent be used to calculate an angle? (I just remembered it's arctan(Y/X) = angle, not the other way around >.<)

The Axe Parser Project / Tangent?
« on: May 07, 2012, 08:02:03 pm »
Is there a way tangent could be implemented? I've tried sin/cos, but I always get something really small, usually 0, 1, or 2 (I think). I'm making a shooter that has angled bullets for shiggles because I have nothing to do in my pre-calc class now that it's AP season (my tests are towards the end), and right now I just use a sort of slope method, but I figured it might possibly be easier/better in some way to use an angle. Then again, I've been wrong before ^^

General Discussion / Re: Watcha Been Listening Too?
« on: May 07, 2012, 06:00:26 pm »
I'll say what I've been listening to, but I seriously doubt anyone has ever heard of any of it haha.

Spoiler For stuff:
Deuce's new album "Nine Lives"
Cattle Decapitation's new album "Monolith of Inhumanity"
Disfiguring the Goddess's new album "Sleeper"
"Revocation" by Depths of Hatred
"Mysterious Stranger" and "Broadside Bordello" by Tut Tut Child

Site Feedback and Questions / Re: Notification Emails Have No Link?
« on: May 06, 2012, 10:13:01 am »
Alright, at least I know it's not just me. I thought it would be because I'm on from my phone and it wasn't displaying links correctly.

Site Feedback and Questions / Notification Emails Have No Link?
« on: May 06, 2012, 10:08:05 am »
I don't know if this is just for me, but in my notification emails now instead of a link to the post, it just says something like "/index.php?topic=..."

Yes, this one I'm working on is for the calculator, there's even a preview in the first post lol. Just clarifying :)

Anyway, if you want BlakPilar I can send you the source to the old demo of A:P. There was some intense data-management going on there that you could look at if you need help organizing/methoding data

That would be awesome, actually. Thank you. With all of the things I've done in Axe so far, memory-efficiency has been my weakness.

Alright, I can take a look into it. My idea would be to have all of the caves strung together, essentially, in data and just have pointers to their locations (where each part begins and ends).

so... yes, you should definitely check them out =D
Seconded. OoS and OoA are some of the best zelda games ;)

I agree :) but then again, the problem of space comes into play. Maybe I can just make the game an app when it gets large enough and have caves in their own appvar, with the main map in an appvar too, to sort of "compress" everything.

Computer Projects and Ideas / Re: The dawn of a new OOPL
« on: May 01, 2012, 04:40:43 pm »
So far so good! I have my scanner mostly done (at least it's good enough for now), and my parser is all set up to start building an AST :D

General Discussion / Re: A new way to rickroll!
« on: May 01, 2012, 04:39:07 pm »
I completely agree on both of those points lol.

Well a name generally has to go along with what the game is actually about lol. I don't know if there will be enough space to do something like Oracle of Ages (which is kind of what I was hoping to be able to do) and have two completely separate maps.

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