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Messages - shmibs
Pages: 1 ... 81 82 [83] 84 85 ... 126
1231
« on: February 07, 2011, 03:32:31 am »
i, too, am rather impressed by those ridiculous speeds(and i may have to get you to help with optimising things eventually, if you wouldn't mind). however, i ran into something a bit disconcerting. granted, the player did start inside a tile upon running the program, but the last time it was run he started in the air, fell down, and then got stuck in/proceeded to sink through the ground.
1232
« on: February 07, 2011, 03:21:19 am »
so... can this be used to manually edit appvars?
it looks rather impressive regardless.
1233
« on: February 07, 2011, 03:16:31 am »
modifying the sprites is anything but trivial(as i explained in my first post  ) however, i'm going to be revising them as it is, so i may as well go ahead and hard code (err... hard-draw?) the difference instead of adding another special case and bogging down the engine. thanks for the encouragement, ranman!
1234
« on: February 07, 2011, 03:11:53 am »
here's a boss for you? this fellow was once a pro sumo wrestler, but his head was replaced via freak accident with that of a swedish, demon-robot. i call him *Bork* ... don't ask
1235
« on: February 07, 2011, 02:25:09 am »
well, there will be just about as much moving left as there will be moving right, so, unless i work up some fancy-pants transition to slide the tank from the left to the right (or verse visa) when turning, it's going to have to stay how it is. i tried to compress the tank's size further as well, but 12*12 is as small as it's going to get =/ i'm just hoping that the brain's magic ability to retain images will prevent getting lost on the larger maps.
1236
« on: February 07, 2011, 02:18:21 am »
/\true, true. i'll have to change that when i redo the sprites
1237
« on: February 07, 2011, 02:15:05 am »
ohullo as far as i can tell, the purpose of peanuts is to act as a default reaction to new arrivals so that we can amuse you without having to think up anything creative to say. on that note, here are some others  
1238
« on: February 07, 2011, 02:07:43 am »
ok, i made a bit of progress whilst riding back from LA in the car (i had to use my mp3 player as a light to see what i was doing  ). the physics engine is now slightly faster and jets have been implemented.  please ignore the wonky tank sprites. i haven't bothered replacing them as the next item on my agenda is refining the ridiculously massive and repetitive manner in which they are stored and read in order to save several hundred bytes. at present, this demo is some 400 bytes larger than the previous one, although around half of that is due to the addition of Rect( and RectI(. still, even with sprite and map data being stored externally this will have to become an app err its completion. a few anticipated specs: as shown, jet fuel will not have to be collected after beating enemies. instead it will be a bar that begins to refill immediately after the jets are shut off. this is to better suit the map sizes, which must necessarily be split into smaller chunks in order to fit in the RAM. at present, i'm anticipating that the maps will be, at largest, around 128*100 8*8 tiles large(taking more than ~10K of prog RAM is a bit demanding for running things. besides, there will more than likely be other external variables i will need for some reason that i have yet to realise, so it's better to play it safe), meaning that, with padding bytes to prevent the tank running outside the map included, the total will be 117*93. as reference, the map displayed above is a 32*23(21*16 with padding). if anyone is very good at creating and managing variable length lists i will probably need his help in a moment. thanks for looking, guys!
1239
« on: February 07, 2011, 01:48:44 am »
i was in la for the weekend and got bored, so i decided to clean up that little demo a bit and make it look more professional. the flames are now slightly more realistic, particles are displayed in gray when the program is run on an SE, and there are ? particles? (i think they're killer bees...  )
1240
« on: February 04, 2011, 01:30:55 am »
i like how development follows such pronounced trends here at nomnimaga, with all the games of a certain type coming out at once =D
these both look cool, and i agree about powerups.
1241
« on: February 04, 2011, 12:32:15 am »
everyone has been going craxy over cellular automata recently, so i decided to make a quick little open-source demo to act as reference.  it most certainly isn't optimised (or even constructed in a matter which will allow particles to interact with one another beyond collisions), but it at least gets the idea across. ADA is the source. the controls are fairly straight-forward, involving nothing more than 2nd, alpha, and the arrow keys (and clear to quit).
1242
« on: February 02, 2011, 11:00:21 pm »
delicious updates, as always! i think the difference may be new mediums in which people can express themselves (nspire stuff, prizm, axe, 3rd party os's, etc) moving past the very first stages, which attract everyone's attention and gets them excited enough to post a lot, and into heavy, community-wide development. EDIT: oh, and why does the new page say january 2010?
1243
« on: February 02, 2011, 10:31:23 pm »
i'm doing the 'locked' method for blaster master, although i'm still not convinced i've finished optimising the tilemapper, so it may not be the best reference.
if you're doing particle physics, though, i think rooms would be the best bet. maybe your character sprite could be slightly smaller to make it not feel so cramped? good luck with whatever this is, squidget!
1244
« on: January 30, 2011, 09:27:35 pm »
his grammar most certainly isn't "bad" (and is, in fact, better than that of the majority of my classmates). there are, however, a couple of weird past tense things here and there, and ticalc is very picky about that type of thing.
1245
« on: January 30, 2011, 03:38:20 pm »
@squidget: i know how the while loops work. the trouble is that it decrements a var every time it loops, rather than incrementing, meaning i would need to reverse the order of a tightly packed piece of code
thanks for showing enthusiasm, peoples! i have a lot of other things to be doing, what with this being senior year and all, but i'll definitely be putting more time into this.
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