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 - Darl181
Pages: 1 ... 79 80 [81] 82 83 ... 253
1201
« 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  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  ) So, not-signed division in the first line, and signed in the other two? Cool, thanks
1202
« 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
« 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
« 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 )
A straight path, or a parabolic one?
Straight. Trying to not make it too complicated
1205
« 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
1206
« on: November 06, 2011, 06:42:47 pm »
Um..do any commands work? Nothing I type in does anything
1207
« on: November 06, 2011, 06:40:14 pm »
Why does this bring up flashbacks to some of Magic Banana's stuff...
1208
« 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
« on: November 06, 2011, 05:27:53 pm »
It's not that easy, I'm thinking of an "auto-aiming" mod for Essence.
1210
« 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
« 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  )
1212
« 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
1213
« 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
1214
« on: November 05, 2011, 03:50:03 pm »
...3 days later I'm finally able to  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  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  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
« 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.
Pages: 1 ... 79 80 [81] 82 83 ... 253
|