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Messages - Xeda112358
Pages: 1 ... 140 141 [142] 143 144 ... 317
2116
« on: March 15, 2012, 09:27:25 pm »
I am now back and have not had time to work this out, yet. (Also, I am distracted on the phone  ) Still, I will try to figure this out <.< As for limitations, all I can think of is memory. For systems with color screens, this is an extremely good system to use as you can generate scrolling maps easily and pack a few layers into each pixel.
2117
« on: March 15, 2012, 05:14:37 pm »
I have looked at it and it really does look quite nice, by the way. I see what you mean and I plan to see if I can come up with some working code. The enemies just follow you, but they cannot jump, right?
Also, I won't be back until 4 hours from now (supper, then work).
2118
« on: March 15, 2012, 04:48:16 pm »
Oh, I was incrementing the velocity by a number (doesn't have to be 4) to simulate a gravity-like effect. v=at, but t is measuerd in cycles, so you just add "a" every time. In this case, 4.
2119
« on: March 15, 2012, 04:37:58 pm »
I have finished my Tic-Tac-Toe game, and that is it. I have some non calc programmers IRL that have played it and they like it  But they also had suggestions. They also liked some of my humorous features >.>
2120
« on: March 15, 2012, 04:21:55 pm »
Okay, here is one way to do it: X=3104 ;sets X-coordinate to 3104 Y=2080 ;Sets Y-coordinate to 2080 XE=4128 ;Sets Enemy X coordinate YE=2080 ;Sets Enemy Y coordinate Vy=0 ;Zero out the y velocity
// Now you are ready to do the gravity stuff! // First we update the velocity: Vy =Vy+4 ;Increments the Y velocity by 4
//Now we update position YE =YE-Vy ;Subtracts the new velocity from the position of the enemy Y =Y+Vy ;Adds the new velocity to the position of you
//Now you divide the positions by 64 and use those as the coordinates :)
I am not sure how to do that on the NXT Also, here is a very simple hitbox example that I made
2121
« on: March 15, 2012, 04:05:51 pm »
That looks a bit more complicated than needed, but did you also remember to set the enemies on half pixels?
2122
« on: March 15, 2012, 03:41:50 pm »
I won't be able to make sense of the code, but maybe post the code where velocity and position get updated?
2123
« on: March 15, 2012, 03:38:35 pm »
Okay, I will  I hope it works!
2124
« on: March 15, 2012, 03:35:25 pm »
So the half pixel is 32. Think of this: If you and the enemy are at 0 and you move down 10 and they move up 10, they are now at pixel -1 and you are still at 0. However, if you are both at 32 (the half pixel), you will both cross the pixel boundary at the same time
2125
« on: March 15, 2012, 03:30:13 pm »
Ah, okay, try starting both you and the enemies at a half pixel location. That is the way I solved it before
2126
« on: March 15, 2012, 03:25:12 pm »
Are you applying the same acceleration to the enemies? Also, do you have FP support, or just integers?
2127
« on: March 15, 2012, 03:19:26 pm »
Eh, I think of tilemaps as just being able to get detailed pixels and showing the detail by blowing it up in scale. When you are still checking a tilemap, you are just "pixel testing" it, but getting more than a 1 or 0 result.
2128
« on: March 15, 2012, 03:15:49 pm »
Exactly  I was going to call it a layer, but I decided not to to avoid some confusion. But yes, that is how I think of it  I think of them as layers of the screen and you are just pixel testing what is underneath.
2129
« on: March 15, 2012, 03:10:11 pm »
When I say buffer, I mean, in this case, that if you were to display it, you would see all the hitboxes.
2130
« on: March 15, 2012, 03:00:32 pm »
I am not sure about the NXT, but in Grammer, yes (and in Axe/Asm)
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