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Messages - calc84maniac
Pages: 1 ... 186 187 [188] 189 190 ... 197
2806
« on: January 20, 2009, 05:26:06 pm »
The new engine method requires a slightly different scheme for storing distances, where all values are one-fourth of their previous values. I just changed the current engine to use these values and I was surprised to find that there wasn't much noticeable loss of quality! In addition, these values required a different way of finding tiles in the map, and this new way in itself adds over a frame per second! Also, since the values are smaller, there is a greater possibility now for larger maps. Edit: I just realized... the new method I'm about to code involves raycasting in its purest form.  Though it's quite a simplified case-specific version.
2807
« on: January 20, 2009, 01:15:54 pm »
Well, I've been trying to work on this a bit more. For starters, I've been commenting and documenting my code, which is a very important thing I have neglected. I've also been reorganizing my sprites. The next thing on the agenda is upgrading the 3D engine to a significantly faster method. I just hope I'll get around to it.
2808
« on: January 06, 2009, 06:23:42 pm »
I was working on it? O.o Erm... yeah, I have been at least thinking about it.
2809
« on: December 18, 2008, 11:27:38 am »
About Wikiti... I haven't been getting problems, plus Google no longer says that the site can harm your computer.
2810
« on: December 14, 2008, 09:50:08 pm »
It's quite obviously oncalc... at least from what I've seen of the Maxcoderz topic...
2811
« on: December 13, 2008, 04:53:59 pm »
I seriously have no idea why I gave up before starting on my 8-level GS Chip's Challenge...  Ah well, probably better for my other projects this way... assuming I work on them... which I don't... and long run-on sentences are fun... yeah.
2812
« on: December 06, 2008, 01:39:25 pm »
It already uses a LUT for the tile callbacks, and the math is quite simple... it just has to take the position collided within the tile and compare the x and y coordinates. Right now I even have it so that it makes sure his head won't go through a block when he's going up a hill.  However, there is a bit of a glitch that happens with objects 8 pixels high... and I'm pretty sure what it is, too. In other news, I updated his horizontal acceleration code to make it more accurate to the originals: when he's jumping, he does not accelerate or decelerate unless you press an arrow key. He used to go back to zero velocity just like he was on the ground.
2813
« on: December 05, 2008, 11:52:57 am »
It's grid-based, but it calls the tile collision callbacks each frame so I can customize the collision if I need to. (You know, check the coordinates of the object and see if it collided with the slope  )
2814
« on: December 05, 2008, 01:12:27 am »
Well, technically I've been improving the graphics routines (i.e. the tilemapper and sprite routines). I've been avoiding having to work with hills...
2815
« on: November 23, 2008, 11:11:30 pm »
Hey Jon! Nice to see you back! Hope you have a project up your sleeve...
2816
« on: November 23, 2008, 08:39:40 pm »
very nice, any chance of backdrop like in kevin's engine?
That was in the original plan, yes. Though, I could probably add it in anytime I want to in the development process, even at the end if I need to.
2817
« on: November 22, 2008, 01:26:14 pm »
I'm fine with your name, if that helps any.
2818
« on: November 22, 2008, 01:14:32 pm »
After an intense spriting session, I now have object rotations! I set up an object which moves and rotates, as shown:  I also added the ability to go backwards and "strafe" left and right, as you might have noticed in the screenshot.
2819
« on: November 22, 2008, 01:19:27 am »
I was going to make Chip's Challenge in 8-level grayscale (in ASM of course) for the last Cemetech contest, but all the progress I made on that was the actual grayscale engine.  Good luck on yours, though!
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