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Messages - Darl181

Pages: 1 ... 79 80 [81] 82 83 ... 253
1201
Axe / Re: Axe Q&A
« on: November 07, 2011, 06:15:57 pm »
Technically, *256 multiplies by 256.  There's some bitwise uses etc iirc but that's pretty advanced :P
When used this way, *256 basically means that for every one pixel on the screen is 256 "virtual pixels" or something.  So, to move an object 1 pixel on the screen you'd have to add 256 to the location variable.
It's normally called inflation, and helps precision stuffs.
(/me isn't good at explaining stuff XD)

So, not-signed division in the first line, and signed in the other two?  Cool, thanks :D

1202
Art / Re: Monochrome art
« on: November 07, 2011, 10:35:17 am »
Yeah there are multiple drawing programs out there.  In any case Pen and Pt-Change() work for me :)

1203
Axe / Re: Axe Q&A
« on: November 07, 2011, 10:22:11 am »
No, I'm not trying to make it aim ahead.
Just taking the current X,Y coordinates of the shooting object, the current X,Y coordinates of the target, and somehow make the bullet's velocity aim at the target.

1204
Axe / Re: Axe Q&A
« on: November 06, 2011, 09:55:36 pm »
So I have two objects, and I'm trying to make one object shoot a projectile at another.  How would one go about that?
(I've been trying to do this all night to no avail :P)
A straight path, or a parabolic one?
Straight.  Trying to not make it too complicated :P

1205
Web Programming and Design / Re: My website project
« on: November 06, 2011, 06:47:53 pm »
Not for me, it just says "Login Failed."

(Firefox 7.0.1 on XP)

EDIT: wait you have to type in "guest" first XD

1206
Web Programming and Design / Re: My website project
« on: November 06, 2011, 06:42:47 pm »
Um..do any commands work?  Nothing I type in does anything XD

1207
Art / Re: Monochrome art
« on: November 06, 2011, 06:40:14 pm »
Why does this bring up flashbacks to some of Magic Banana's stuff... O.O

1208
Axe / Re: Tilemap Collisions
« on: November 06, 2011, 05:50:37 pm »
I'm guessing the *12 was because in an 8*8-tile map, it's 12 tiles wide.  For a 4*4-tile map it's 24 tiles wide.

1209
Axe / Re: Axe Q&A
« on: November 06, 2011, 05:27:53 pm »
It's not that easy, I'm thinking of an "auto-aiming" mod for Essence.

1210
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: November 06, 2011, 02:46:29 pm »
Wait we skipped 100 in the last page.

2393: You're actually the one who sent 2390 to Freyaday
2394: You know what this means
2395: You actually met someone in the Omni community IRL
2396: You get on 133 while watching hockey together
2397:You believe 2395 has already been written.
2400: You believe 2395 has already been written while writing 2395.
2313: We repeat stuffs in here.  A lot.
* Darl181 runs

1211
Axe / Re: Axe Q&A
« on: November 06, 2011, 11:18:10 am »
So I have two objects, and I'm trying to make one object shoot a projectile at another.  How would one go about that?
(I've been trying to do this all night to no avail :P)

1212
CaDan SHMUP / Re: Yet another shooter
« on: November 06, 2011, 11:15:20 am »
Ok, that's a bit more detailed than I was thinking of 0.o
I'm not sure if that would even be possible in Axe XD

1213
TI Z80 / Re: Essence
« on: November 05, 2011, 10:14:14 pm »
Ooh, those look really nice. The white tiles could be a little prettier, though..whatever. I couldn't do any better :)
About that..I was thinking of, for different levels, there could be a different background and tile design.  I've been lobbing around ideas for them, but I'm not that far yet so yeah :P

1214
TI Z80 / Re: Essence
« on: November 05, 2011, 03:50:03 pm »
...3 days later I'm finally able to x.x

I had a level made, but then lost it in a hardware-fault-related RAM clear* so I just threw together a sort of testing ground thingy.
The map now scrolls faster as you reach near the side.  It's possible to still exploit something to hit the side and bounce back, but I'm onto that so >:D
If you watch the screenie long enough you'll be able to tell just how fast you can move.

Also new now: bullets can be a distance offscreen before they disappear.  They still interact with what's off-screen, bouncing and exploding and such.  This could be taken advantage of for a sort of tactical benefit...say, if you knew the timing well, you could shoot some plasma glob thingies to the side and tell by if/when the explosions come what terrain waits off-screen.  ofc this would have a risk (there might be unseen enemies as well etc etc) but it would work.
To fix problems caused by this, projectiles expire after a while, either just disappearing or exploding in the process.  That's been in for a while, it's how the flamethrower works :)

I don't remember anything else off the top of my head so yeah, stuffs attached as usual ;D

EDIT: The screenie glitched somehow, leaving a phantom line, that's not there on the real calc so idk


*The part where the bottom screws screw in, something's broken.  It rattles when shaken..  Because of this the seam thingy on the bottom is loose, and some connection that supplies power is broken for a bit at a time, causing spontaneous power-downs and RAM clears and such.  I ended up taping it together but the tape comes loose X_x

1215
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: November 05, 2011, 03:15:51 pm »
2479: You can type 300 wpm on your calc
2483: They're long words too, not just three- and four-lettered ones.

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