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News / Re: SOPA/PIPA blackout
« on: January 18, 2012, 01:38:17 am »
fantastic!
i'm glad that we can be a part of this =)
i'm glad that we can be a part of this =)
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 826
News / Re: SOPA/PIPA blackout« on: January 18, 2012, 01:38:17 am »
fantastic!
i'm glad that we can be a part of this =) 827
Blaster Master / Re: sprite development« on: January 13, 2012, 05:23:58 pm »
/\it would indeed. also, i need to redo this, because, as you can see if you look closely, i did it wrong so there are spots where the map repeats itself horizontally.
basically, my approach right now for this project is to get all the concrete things done first (map, tiles, etcetera), then make the dungeon section, and finally move on to the main engine, as that was what killed me last time ![]() 828
Axe / Re: consistant framerates?« on: January 13, 2012, 12:53:49 am »
if the interrupts are firing constantly and incrementing a counter and then storing another value, wouldn't that cause a lot of lag? how much, approximately, is it at the lowest speed?
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Axe / consistant framerates?« on: January 13, 2012, 12:48:17 am »
if i were writing a processor-intensive program that had a lot of variance in framerates, how could make them stable?
interrupts would slow things down too much, wouldn't they? would measuring out the difference in number of cycles at any branch in the code and then adding in a wait for that long on the slower one work? 830
TI-Nspire / Re: SpeedX 3D« on: January 12, 2012, 10:12:53 pm »
if you really are using a 3d engine already, then you should try what dj mentioned. it would look a lot better. if you don't want to, though, then you could make a system to draw those cubes without having to deal with any "true" 3d at all, thus making it a lot faster. i like the idea of powerups and things! this could turn out great! =D
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Blaster Master / Re: sprite development« on: January 12, 2012, 10:03:29 pm »
i finally figured out how to rip data directly from the rom, so i'm starting there, laying out the tilemaps and such before getting into other things. i've figured out that the overworld levels all have <=160 tiles, the overworld maps are 160*160 tiles large, and, for compression purposes, those tiles are grouped together into larger 4*4 tiles. there are <=80 tiles for the dungeon maps, the map storage seems really confusing at the moment, so i'll probably just redo that entirely. here are the first few tile sets and the complete map of level 1's overworld (warning, it's fracking huge. oh, and the white text marks enemy spawns and the blue and yellow are warps.). if anyone has any ideas on how to best compress this, they would be welcomed =).
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News / Re: Ndless 3.1 coming soon?« on: January 10, 2012, 08:54:18 pm »
this is just a little bit fantastic news! i'm sure that it will bring in the crowd of new CX using students pretty quickly and motivate some of them to make things of their own.
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Art / Re: my best pxl work yet!« on: January 05, 2012, 03:25:02 pm »
well, the legs themselves are fine. just move them over one pixel, and they would fit with the body better, is all i was suggesting.
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Art / Re: my best pxl work yet!« on: January 05, 2012, 03:11:54 pm »
some of them look like they were resized from a larger image <.< >.>
the clones are nice, but their legs look too far forward to actually be attached to their bodies. 836
Computer Usage and Setup Help / Drive connector types?« on: January 05, 2012, 03:01:17 pm »
heys, everyone. i have a hard drive and a disc drive that i took out of a very old laptop and would like to repurpose. the problem is, though, that i'm not sure exactly what type of connectors they use. what are these? the first one is a 30 gig fujitsu hard drive, the second is an hp disc drive, and they both appear to have 1.8" connectors (i don't have a ruler handy)
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TI-Nspire / Re: Bloxorz« on: November 19, 2011, 04:25:51 pm »
it's in the right forum (other calc-related projects and ideas) now because i moved it there.
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Axe / Re: Tile mapping tutorial? for axe?« on: November 19, 2011, 03:01:56 pm »
i'm working on it already, actually, and will edit it in here.
EDIT: The main restriction of our last map drawing style is that it doesn't allow drawing different spots in a tile map larger that 12*8, but rather only draws a single screen. here is a simple example that uses bytes for map data (because usually people have more that 16 tiles) and allows the map to be scrolled with getkey. Code: [Select] [HEXCODE]->Pic1
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Axe / Re: Tile mapping tutorial? for axe?« on: November 19, 2011, 02:54:35 pm »
jonius: a nibble is four bits, or half a BYTE
![]() saintrunner: c0de fellow posted a decent example there. here it is explained, though: Code: [Select] [HEXCODE]->Pic1 //this is the place where you put the hex data for all of your sprites, one after another.
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News / Re: ColorTetris« on: November 19, 2011, 02:34:46 pm »
i'm not sure where the phrase is from, but basically i was referring to the way that the text boxes are angled and the border and inside don't quite match up.
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