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Messages - shmibs
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1321
« on: December 24, 2010, 05:29:23 am »
/\  i did the same thing don't worry though; quigibo can definitely manage better with well-optimised asm.
1322
« on: December 24, 2010, 05:22:17 am »
let's see...
:0→Y→R→T :6→X :10→S
can be :0→Y→R→T+6→X+4→S
:conj(Pic0,L6,768 :Repeat getKey(15) :conj(Pic0,L6,768
is there any reason that isn't :Repeat getKey(15) :conj(Pic0,L6,768 ?
:0→Y:N→Q:0→R to :0→Y→R+N→Q
:If ({I*3+L1}/16=15) and ({I*3+1+L1}/16=15) and ({I*3+2+L1}/64=3) can be :If {I*3+L1}/16=15 and ({I*3+1+L1}/16=15) and ({I*3+2+L1}/64=3) or, if {I*3+1+L1}/16 and {I*3+2+L1}/64 never = 0 :If {I*3+L1}/16=15*15=({I*3+1+L1}/16)*3=({I*3+2+L1}/64) (i'm not certain that that last one is faster, so don't take my word for it)
...
this is a very well thought out and well commented piece of code! congrats on your skills. and yes, quigibo is allowing variables to be moved from L1
1323
« on: December 24, 2010, 04:47:01 am »
YAY FOR CUSTOM ICONS!
oh, and does this mean that variables can be moved, if one chooses, to one of the smaller L's, meaning the L1 area can be used as another buffer?
1324
« on: December 24, 2010, 02:14:27 am »
 those are peanuts and they are for you. hullo, and welcom!
1325
« on: December 23, 2010, 06:43:08 am »
this is looking positively delicious already. is this character sprite you? oh, and if you need a screenie, here's one. eeems, you could edit this into your post later if you want
1326
« on: December 22, 2010, 10:11:44 pm »
very nice, finale. making a 16*16 square look effeminate is a very hard thing to do
1327
« on: December 22, 2010, 08:06:10 pm »
why do the calcs have to be in full speed? can't you just set it to 6mhz by default? this isn't a game that would take up all that much processing power...
1328
« on: December 22, 2010, 02:40:29 pm »
that works well for bullets and such, as it doesn't matter if the two objects pass through one another(bullets disappear when colliding with the player), but with platform detection the programmer has to use a for( loop or something similar to check every pixel in between the character's current position and the desired one to ensure that the two don't pass through one another. it's not all that difficult, and i would be willing to help if asked.
1329
« on: December 22, 2010, 02:28:03 pm »
then again, if it's tron it wouldn't have to be "true" mode seven as the floor would always be at the same angle from the viewer, who would only ever turn at right angles himself. that may actually be doable =D
1330
« on: December 22, 2010, 01:43:27 pm »
i'll be here all day as well, if he isn't
1331
« on: December 22, 2010, 01:38:37 pm »
not too shabby! the controls are a little touchy, and you switch the [press clear] when the player dies to [press 2nd] as that is slightly annoying, but i really like how your menu integrates seamlessly with the game.
1332
« on: December 22, 2010, 01:33:26 pm »
are you talking about a two player, grayscale, mode seven tron engine? that may be a bit more than a "mini" project...
1333
« on: December 21, 2010, 11:36:05 pm »
DUDE! your character sprites are amaze(particularly the rear view with the flowing cape).
1334
« on: December 21, 2010, 03:57:27 pm »
i doubt that type of speech will be appreciated over on BASIC-dev (or that Yatzy will ever read your reply, seeing how old that post of his was). however, it's not my site and thus not my place to judge
1335
« on: December 21, 2010, 03:55:05 pm »
even if he's drawing in only 3 levels of gray he would still have to clear the back buffer area underneath the text-box so as to avoid having bits of gray show through inside the box.
oh, and it would be interesting to know which of those runs more quickly. i doubt they're exactly the same speed
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