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Messages - shmibs
Pages: 1 ... 38 39 [40] 41 42 ... 126
586
« on: July 04, 2012, 12:42:23 am »
it's rather simple, actually. right now, they just have a 2/3 chance of accelerating forward, 1/3 backward, turn towards the player, and stop moving forward within a certain distance. i'm going to add in side to side motion as well and have them slide a bit ambiently and have a chance of swerving when the player fires his weapon/they hit a wall. EDIT: builder, what do you recommend for a map setting? * shmibs is worried that smooth scrolling would be too sluggish with this much going on, but that anything else would feel too crampt. DOUBLE EDIT: what should i do for collision detection? is there a better method than progressional pixel testing?
587
« on: July 03, 2012, 01:09:53 pm »
it's a bit late to enter the contest, but i felt like making something related to the topic anyways, and have been playing a lot of Steel Storm recently, so here's the beginnings of a tank fighting game of some sort. adding in smooth scrolling maps + bullets + collision detection will add a HUGE amount of overhead, but this is running with 11 AI's and at 6MHz, so i think it might be doable with 2-3 AI's at a time and at 15MHz, with some optimisation.
588
« on: July 03, 2012, 11:05:07 am »
X_X yes, it does.
589
« on: July 03, 2012, 10:15:08 am »
what dot-product method is there? all i can think of is cos(theta) = (u dot v)/(||u|| ||v||), and that would still need arccos and thanks =) * shmibs goes to check it out that axiom edit, i found the axiom, but it's compiled as an 8xp rather than 8xv, what do? http://ourl.ca/14229
590
« on: July 03, 2012, 09:31:39 am »
what with the lack of inverse trig functions, what is the best way to determine the angle (0-255) from one point to another on an x,y plane?
591
« on: July 01, 2012, 05:23:18 pm »
you still didn't clean up the background D= hehe great job finishing it up!
592
« on: July 01, 2012, 05:10:42 pm »
this is looking pretty fantastic =D the only comment i have is that the poke sprites (or at least those you have up here. i don't know if you've updated them since then) could benefit from a bit of shading to fake the differences in colour in the original sprites. this isn't the best of examples, but i tried adding some shading to that squirtle up there, just to show you what i mean.
593
« on: July 01, 2012, 11:08:14 am »
would using some form of text compression slow things down too much, or would that plus a binary search be doable? * shmibs has no clues about the speed of nspire lua
594
« on: July 01, 2012, 01:10:36 am »
i know he can't release it  we only have <9 days left, though. on that note, good luck finishing this up, squidget =D
595
« on: June 28, 2012, 10:12:01 am »
isn't that what he said?
596
« on: June 27, 2012, 09:39:38 am »
i tried that already, and it didn't work. it complains about actions.lua not being found, despite it being there.
597
« on: June 27, 2012, 09:34:29 am »
sometimes i can't believe that you're still pugging away at this =) it's looking pretty great. what are you going to do with level 100 pokemons? the gui doesn't look like it could fit a 3 digit number in there
598
« on: June 26, 2012, 05:43:22 pm »
no, just with ans. the others are a simple getcalc()->pointer, value->pointer, though
599
« on: June 26, 2012, 12:02:09 pm »
* shmibs was confused about copying as well, but you can do it. copy the value from the text box below the sprite, click on one for a different sprite, and hit ctrl+v shifting would be nice, though.
600
« on: June 26, 2012, 11:56:40 am »
coolio =D are you planning on adding anything else, or is it done?
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