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Messages - Nick
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1096
« on: November 25, 2011, 04:16:00 pm »
did you already solved the line problem (that it stick after the man instead of before it)? otherwise i have a solution here
alpha is 45° (we can choose it, 45 would be good), and beta is 45° too because the third angle is 90°. tan(alpha) = (x2-x1)/y with tan(45°)=1 ==> y=x2-x1 ==> x2 = y+x1
so the grabpoint (x,y) has to be the height of the guy (measured form the top) + the x point of the guy right now
1097
« on: November 24, 2011, 05:05:20 pm »
woehoew, 100th download reached  although it isn't that good (many bugs xs) but thanks to all, it might be not many for some, but it's nice to see... i'm gonna post a new screenshot (ColorTetris !!) later this evening (for me it's evening right now) in the lua language section, now just some corrections adding
1098
« on: November 23, 2011, 05:45:04 pm »
uh, wth 12th grade??? the maximum in belgium is 6 xp but i'm studying at the university right now... so it's quite hard to combine
1099
« on: November 23, 2011, 05:22:05 pm »
but as soon i press one key, doesn't matter which one, the background dissapears and everything returns to normal xp
well, for that code, it's quite "fake" 3D, i mean that i draw a tile (polygon) with a 3D look, and every row i place it a litte-le lower, and every collumn i place it a little higher..
tile = {0,84,6,94,21,92,15,82} tilechange = {0,84,6,94,21,92,15,82}
function on.paint(gc) gc:setColorRGB(170,170,170) for i=1,10 do for j=1,15 do for k=1,7,2 do tilechange[k]=tile[k]+i*7+j*16-18 tilechange[k+1]=tile[k+1]+i*11-j*2+5 end gc:fillPolygon(tilechange) tilechange = {0,84,6,94,21,92,15,82} end end end
--edit-- this draws the full map on the screen, in the game i have another list for each level that contains 10 rows of 15 tiles to see if it has to be drawn or not
1100
« on: November 23, 2011, 02:31:38 pm »
i'm sorry, but i'm very busy with schoolwork now.. we have to make a lot of reports of things we did in class, so i really need to find the time for it xs i'm very sorry, but trust me, as soon as i have more time i'll return with a full new version of ColorTetris, i promise
just have some patience...
btw, i'll have it totally remastered, i mean that i'll start from scratch, and i'll give it the cliché, but still orignial name "ColorTetris !!" (with the !! for both meanings, understood)
1101
« on: November 23, 2011, 12:46:59 pm »
working on it, but time is quite a mess right now... i added a total of ten levels by now, should i already post it or not? it's a bit studpid, cuse they are quite easy xs but the levels are the real ones from the internet  and i found a strange error occuring, i know the reason, but the screen looks weird, like double layered xp
1102
« on: November 23, 2011, 07:09:22 am »
i'm sorry, but i'm very busy with schoolwork now..  we have to make a lot of reports of things we did in class, so i really need to find the time for it xs i'm very sorry, but trust me, as soon as i have more time i'll return with a full new version of ColorTetris, i promise  just have some patience... --edit-- btw, i'll have it totally remastered, i mean that i'll start from scratch, and i'll give it the cliché, but still orignial name "ColorTetris !!" (with the !! for both meanings, understood)
1103
« on: November 21, 2011, 06:06:46 pm »
Axe Ponghttp://www.omnimaga.org/index.php?action=downloads;sa=view;down=743This is a game i made about 6 month ago i think, it's a pong game in axe with time mode or best of 5... features: -nice and fast  -made in axe -2 modes -real looking AI (misses and catches quite realistic) -highscores!!! source included that's it i think
1104
« on: November 20, 2011, 04:37:22 pm »
not yet, i'm trying to find the bugs, but it's really hard, as soon as i fixed them, i'll let you know xs
1105
« on: November 20, 2011, 10:23:25 am »
you really want me to release it, but you'll have to wait until it's finished.. i'm adding the buttons on which you have to stand totally, and if that works, i'll implement the weight-sensitive tiles  that falling will be done too, trust me
1106
« on: November 19, 2011, 08:26:15 pm »
here's an update.. i worked on it until 02:25 xp but it's a lot better! block flips, bridges work, detects if you're dead instead of holding you from moving etc. etc.
1107
« on: November 19, 2011, 04:11:33 pm »
yeah, it has to flip, but i'm busy doing that right now, that game would be stupid if it didn't xp uh, and if it's in the wrong forum, who can move it?
1108
« on: November 19, 2011, 12:58:25 pm »
yeah, i'm quite busy for the moment, on the coding field i mean..
i made a lua game called Bloxorz, a port from the bloxorz game on spele.nl, but there are many more variations on this game, but i haven't seen one on the nspire yet
so, what does it do, you have to lead a block to the red tile within the field of tiles, you can move anywhere you want, but you block has to stand completely on the tiles. Every time you move, your block changes his position. When you are standing and you move, you will be lying down on the next tiles, understood? well, that last thing is not implemented yet xp
for those who don't understand anything of my explanation, here's a screenshot (sorry for the text in the middle of the screen, it was the only way i know until now..)
1109
« on: November 19, 2011, 07:33:37 am »
that's a wonderfull clone of this game, amazing! with the enemies, it will be even more nice, i'm already waiting, hopefully the coding runs smooth, so it doesn't take too long
1110
« on: November 18, 2011, 02:34:51 pm »
For all the fans of ColorTetris (if there are any xp), i'm already working on a newer and better version! i fixed the highscore failure with the 40 lines mode..that was so stupid, and it's so weird i didn't notice that (also, i had some other testers that are not on this forum, and they didn't noticed it too xs nice testers...).
Things to improve in the new edition: -Highscore save working perfectly (untill now you had to have a highscore higher than the first one, otherwise it wasn't recorded as a second or third highscore) -better graphics (more like the real tetris blocks) -a little slower, cause it's really too hard to reach that 40 lines for example (thx AzNg0d1030) -Not restarting game when entering within the pause menu, but resuming game -ghostblock correction (L and reversed L blocks, maybe not giving it a color, cause i've heard that it's confusing when playing on a high speed) -no overlapping of blocks on any moment -blocks starting out of the screen (above) -automatic screen of game over when finished (now you had to press anything but enter to get the menu, i really don't know why, cause i've put a invalidate() but i seems to be not working) -have something else than the number indicating the level (backgroundcolor for example) -limit # of chars in highscore names -correcting hold function (if anyone finds that bug, tell me, cuase i've only heard that from AzNg0d1030, and i've not seen it myself) -...
Bugs can still be reported here or to my emailadres (if they are not in this list ofcourse)
Thanks to everyone who helped developping it, and everyone who already downloaded it (that seems to be stimulating to go on xp)
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