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Messages - shmibs
Pages: 1 ... 90 91 [92] 93 94 ... 126
1366
« on: December 05, 2010, 09:11:14 pm »
ah, ok. well, if the problem isn't with the drivers then i can't imagine what could be wrong aside from hardware. did she tell you anything about the circumstances leading to them ceasing to function?
1367
« on: December 05, 2010, 08:51:31 pm »
the speakers on HER computer? does she not care if you just start installing things?
1368
« on: December 05, 2010, 05:23:38 pm »
I know he'll be able to launch the version by 1 January for a fact. you mean you don't know?
1369
« on: December 05, 2010, 05:20:57 pm »
it's probably better to buy it all at once, just so you know you'll be able to get everything and won't end up having to compensate if something is discontinued(i doubt that would be an issue, as it sounds like you're going for common/well known parts, but paranoia is always a good thing when it comes to electronics.) additionally, it will be much more satisfying if you buy everything at once.
1370
« on: December 05, 2010, 05:15:20 pm »
Scout, you aren't using Paul's extreme audio stretcher are you? anyways, i doubt i'll be able to help with this, as the only thing i'm any familiar with using is pixtone =P
1371
« on: December 05, 2010, 04:05:05 pm »
dj: this looks like it's using detecting in large clumps or something similar instead of a ray for every pixel-column on the screen, so doing so in the conventional manner would probably slow things down quite a bit. however, such an effect could probably be achieved by drawing rotated cubes(which can be hardcoded for speed) at the object positions instead of just scaled squares. however, this is all speculation as i am just seeing this thread for the first time.
speaking of which... this is pretty freakin sweet, squidget!
1372
« on: December 04, 2010, 01:13:31 am »
/\definitely =D
just leave that in and then recode water with the bug fixed.
1373
« on: December 04, 2010, 12:18:07 am »
the price is the same here. some people just have no clue what things are worth.
1374
« on: December 04, 2010, 12:13:31 am »
1375
« on: December 04, 2010, 12:05:19 am »
hullo, you!
1376
« on: December 03, 2010, 01:11:49 am »
For those who are not familiar with it, the original game can be found here. i prefer this one http://powdertoy.co.uk/looking good so far. have fun implementing physics!
1377
« on: December 01, 2010, 06:49:28 pm »
967.-: you have been monitoring this thread for months now and have been amused every time someone has switched from using a . to - or some other symbol just after the list number and the people afterwards follow suit.
1378
« on: November 30, 2010, 04:31:21 am »
wouldn't you only need to tap on at any point in the program for it to break at the next possible moment?
oh, and rather classy there, xeda. what kind of different effects, exactly?
1379
« on: November 30, 2010, 04:28:10 am »
i see only four levels there...
this whole thing sounds rather promising, alvin! the only thing i would do differently is make the ground on which your characters will be walking a bit lighter than it is in your demo tile maps so they will actually stand out. good luck with apps!
1380
« on: November 30, 2010, 03:44:23 am »
i have yet to see background music done well, but there's a first time for everything.
anyways, these maps definitely lend themselves well to being compressed, so that's a huge plus, and if the side borders are shrunk down to 4 pixels wide that means an 11*6 area of the map can be drawn at a time, which isn't bad. hopefully somebody will actually pick this up(hint hint to all you eager younglings out there searching for new projects).
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