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Messages - Xeda112358

Pages: 1 ... 140 141 [142] 143 144 ... 317
2116
I am now back and have not had time to work this out, yet. (Also, I am distracted on the phone x.x) 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
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
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
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 >:D But they also had suggestions. They also liked some of my humorous features >.>

2120
Okay, here is one way to do it:
Code: [Select]
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
That looks a bit more complicated than needed, but did you also remember to set the enemies on half pixels?

2122
I won't be able to make sense of the code, but maybe post the code where velocity and position get updated?

2123
Okay, I will ;) I hope it works!

2124
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
Ah, okay, try starting both you and the enemies at a half pixel location. That is the way I solved it before :)

2126
Are you applying the same acceleration to the enemies? Also, do you have FP support, or just integers?

2127
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
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
When I say buffer, I mean, in this case, that if you were to display it, you would see all the hitboxes.

2130
I am not sure about the NXT, but in Grammer, yes (and in Axe/Asm)

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