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Messages - ZippyDee

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16
TI Z80 / Re: Pixelscape: online sprite and tilemap editor
« on: September 21, 2012, 02:53:18 am »
Is there any reason not to use a second matrix? It's not like it's THAT much to add a second matrix, especially if it's only 16x16 at most...

17
TI Z80 / Re: Pixelscape: online sprite and tilemap editor
« on: September 19, 2012, 11:20:51 pm »
Just realized I was being stupid. I could just ask users for the size of their sprites
I might consider extending it to support any size sprite between 2x2 and 16x16, but that will involve rewriting most of the code. (Rotation would also be significantly more complicated with odd-numbered dimensions )
The addition of variable sprite sizes would be an incredibly useful feature. Rotation wouldn't be any more difficult, either. Rotation of an n x n matrix is done the same way for both even and odd values of n. You wouldn't need to have separate routines or anything...
I "rotate" it by dividing it into four blocks and moving the blocks around Got a better way to do it? It would probably be better if I just calculated the rotated sprite off of the sprite code rather than physically moving around the pixels.

Matrix rotation is just a matter of nested For loops. It can be done really easily with an N x N matrix.
Code: [Select]
//clockwisefor (j = 0; j < N - 1; j++){    for (i = 0; i < N - 1; i++)    {        newMatrix[j, N - 1 - i] = curMatrix[i, j];    }}//counter-clockwisefor (j = 0; j < N - 1; j++){    for (i = 0; i < N - 1; i++)    {        newMatrix[N - 1 - j, i] = curMatrix[i, j];    }}

18
TI Z80 / Re: Pixelscape: online sprite and tilemap editor
« on: September 17, 2012, 03:17:59 am »
I might consider extending it to support any size sprite between 2x2 and 16x16, but that will involve rewriting most of the code. (Rotation would also be significantly more complicated with odd-numbered dimensions )

The addition of variable sprite sizes would be an incredibly useful feature. Rotation wouldn't be any more difficult, either. Rotation of an n x n matrix is done the same way for both even and odd values of n. You wouldn't need to have separate routines or anything...

As for importing tilemaps, I'd say that variable sprite sizes would be more useful than importing tilemaps, but even so I agree that just because imported maps would be limited to 8x8, it wouldn't mean the whole application would need to be limited to 8x8.

19
The Axe Parser Project / Re: Axiom Requests
« on: September 06, 2012, 09:56:08 pm »
Axioms would not be included as part of the app file itself. Axe needs that space for other improvements to the language, not to store Axioms. Since the axioms are basically third-party plugins to Axe, I'd say they'll probably stay as separately downloadable files. There may be a few really commonly useful Axioms that might find their way into the download files at some point, but I don't think there will ever be a comprehensive set of all released Axioms in the releases themselves.

20
tileIt! / Re: misc
« on: June 18, 2012, 08:25:48 pm »
Looks good, but maybe a way to view/edit it as hex instead of decimal values as well?

21
Introduce Yourself! / Re: hello
« on: June 15, 2012, 03:13:17 am »
Welcome! Hope you're not allergic...

22
TI Z80 / Re: Super Awesome RTS Project
« on: May 23, 2012, 03:51:07 pm »
This might be a useful tool for you to look at. I'm sure a lot of it wouldn't be entirely feasible in this game, but some of the concepts are still very valid.

http://www.gamasutra.com/view/feature/131720/coordinated_unit_movement.php

23
TI Z80 / Re: Super Awesome RTS Project
« on: May 21, 2012, 06:12:35 am »
How are you approaching the pathing now, and how do you plan to approach it in the final game?

Edit: I guess my question is, how are you approaching the issues with coordinated pathing?

24
TI-Nspire / Re: Roller Coaster Tycoon 2 on TI-Nspire
« on: May 16, 2012, 01:35:26 am »
The physics of it wouldn't actually be that hard...2D roller coaster physics is incredibly easy. Moving it into pseudo-3D isn't that much harder, and you can pre-calculate a lot of things because the track is made up of known segments.

Edit: Completely realistic rollercoaster physics is not easy, of course, but RCT physics were pretty basic. Just a accelerations, Gs, and sometimes thresholds for things like coasters flying off sharp turns for the one(s) not attached to the track...

25
Math and Science / Re: How would you solve this math problem?
« on: May 10, 2012, 10:30:40 pm »
long hand

26
General Discussion / Re: I vi IV V7 Chord Progression Song List
« on: May 07, 2012, 12:40:50 am »
Uh...Everything is related directly to this thread, including the link. I'm gonna say that it's not a bot.

27
General Discussion / Re: What time signature is that song?
« on: May 06, 2012, 10:26:29 pm »
4/4...

28
General Discussion / Re: What time signature is that song?
« on: May 06, 2012, 08:51:44 pm »
I wonder how they say dotted crotchet in american naming? Dotted quarter note?
Yes. Whole, half, quarter, eighth, sixteenth. You'd just say "dotted quarter" or "dotted eighth" for any dotted notes.

speaking of time signature, I have a question. What's the difference between 3/4 and 6/8?

It also depends on how fast the song is. If it's a fast 6/8, then it is counted in two beats. If it's a slow 6/8, then you do count it to six.

No, not really. Even a slow 6/8 is often counted "one-two-three, two-two-three." Meaning it is counted as simply two triplet-pulsed counts.

29
General Discussion / Re: I vi IV V7 Chord Progression Song List
« on: May 06, 2012, 02:35:36 am »
Um... "Somebody That I Used To Know" doesn't have that chord progression...I don't know where you got that from...

30
Axe / Re: Axe plasma
« on: May 04, 2012, 04:25:29 pm »
Well yes, to do all of that...but it doesn't have to be that complex. I mean really, the resolution on the calc allows for quite a lot of variance in the realism of any water or plasma effect you can think of.

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