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Messages - shmibs

Pages: 1 2 3 [4] 5 6 ... 126
46
TI Z80 / Re: SPASM-ng, now with eZ80 support!
« on: January 29, 2015, 04:40:34 pm »
sweet! i'll have to give it a try too

47
TI Z80 / Re: Figuring out what's in front of you.
« on: January 18, 2015, 10:39:03 pm »
use LUTs. if you have a tilemap, it won't have to account for every single angle. just make a hash from the angle values to the shape, in tiles, it can see

48
Art / Re: Mockups "please say this is going to be a game"
« on: January 16, 2015, 02:57:02 pm »
that is nice. try decreasing the contrast on the background, though. right now it's difficult to tell the sprites apart from the map.

49
News / Re: More information on the TI-84 Plus CE
« on: January 16, 2015, 02:52:50 pm »
this seems like it has lots of potential to be very good or very bad. we'll see soon, i guess.

50
Miscellaneous / Re: Christmas 2014 - What did you get/give?
« on: December 25, 2014, 06:08:01 pm »
i got a pack of gum and a trip to the grocery store =)

as for gifts: knitting and baking and working on a game engine for my brother (though they're all running a bit late).

51
Miscellaneous / Re: Post your desktop
« on: November 04, 2014, 12:13:45 am »
I would like to remind people to limit the width of their images on this thread.
Eg:
Code: [Select]
[img width=1000]http://images2.fanpop.com/image/photos/10600000/congrats-D-you-lost-the-game-10676796-750-600.jpg[/img]

it's a bit late for that :P

* shmibs looks back through posts

it looks like the last person to toss something really wide up here was me, actually. that's a bit embarrassing...

52
Axe / Re: Need help with Jumping
« on: September 27, 2014, 03:07:52 pm »
without getting into the code itself, here is a good way to handle jumping:

check if the jump key is pressed. if so, check if your character is immediately on top of a platform and if vertical velocity is not negative (meaning the character is not rising). if this is all true, set the character's velocity to some negative value, depending on how high you want to make him jump.

each frame, acceleration should be a positive constant, causing the velocity to change constantly and the end result to be a clean arc, assuming no things get in the way. while the velocity is negative, check above your character's head, from the topmost pixel's starting position to the position it would be in at the end of the frame. if there is a platform in the way, set the character's vertical position so that that topmost pixel is immediately below the obstruction and set vertical velocity to 0 (or maybe a positive amount, if you want him to bounce off). similarly, when velocity is positive, check beneath the character in the range between the bottommost pixel's starting position and ending position during a frame.

EDIT: if you want to allow jumping higher by holding down the key, set a "timer" variable to some positive value. decrement it by one every frame until it is zero, and, while the value is non-zero and the jump key is held down, maintain a constant vertical velocity rather than adjusting it due to gravity.

EDIT 2: also, if your platforms are tilemap-based (i.e. have constant-ly sized blocks making up platforms), that collision detection gets lots easier, as you can just check if the projected position is inside of the space taken up by a tile.

53
Miscellaneous / Re: Post your desktop
« on: August 30, 2014, 07:54:44 pm »
see no evil

EDIT: already out of date :P
making these is fun

54
sed is best. here's a line from my panel:

Code: [Select]
hc tag_status | tr '\t' '\n' | sed \
-e '1d' \
-e '$d' \
-e 's/\(.*\)/\1 /' \
-e 's/:/ /' \
-e "s/[#+\-%]\(.*\)/%{B${bg_focus} F${fg_focus}} \1%{B${bg_normal} F${fg_normal}}/" \
-e "s/!\(.*\)/%{B${bg_urgent} F${fg_urgent}} \1%{B${bg_normal} F${fg_normal}}/" \
-e "s/\.\(.*\)/%{B${bg_normal} F${fg_grey}} \1%{B${bg_normal} F${fg_normal}}/" \
| tr -d '\n'

and yeah, shells are meant to just be the glue that binds together other programs

55
Art / Re: General purpose art thread
« on: August 18, 2014, 11:32:44 am »
aren't they supposed to be? (all woolly and things, that is)

56
Computer Projects and Ideas / Re: Beast Hunt
« on: August 11, 2014, 05:34:20 pm »
this appears to be a bit borken. movement is pretty unintuitive and collisions with pits / the beast don't actually work with my system's implementation.

also, why did you choose java for making a game?

the idea sounds interesting, though =)

57
Miscellaneous / Re: Post your desktop
« on: July 03, 2014, 02:48:43 pm »
new theme time!



herbstluftwm. i switched from dzen to bar because alignment stuff is way easier.
still have no clues what to do about clickable areas that don't use button 1, though. ┐(¯-¯)┌

EDIT: added text icons!

58
News / Re: Mumble server up again
« on: June 17, 2014, 06:41:12 pm »
Eeems has been nice enough to host a mumble server for public use again.

somebody should give that Eeems guy a cookie.

oh, and i might have to actually get a microphone and come bug you guys some time now.

59
i like the part where there's a box that has some words in it

60
Other / Re: TrackR Bravo - Item Tracking Device
« on: June 13, 2014, 11:11:54 am »
Quote
...backed by the world's largest Crowd GPS network.

so... putting one of these on your keys means that someone other than you could use it to find them?

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