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.
Messages - tifreak
Pages: 1 ... 99 100 [101] 102 103 ... 183
1501
« on: May 21, 2006, 11:46:00 am »
dunno... I have heard that the 84+ and the SE doesn't run at full speed... It could be because of this...
also, I had it overwrite the old files, so it should be the newest of them...
How many programs did you have on there??
1502
« on: May 21, 2006, 11:01:00 am »
I got a new walking engine demo ready: http://tifreakware.net/tifreak8x/aod/aodr4.zipTell me what you think!! I also recommend this for the calcs that can run at 15mhz only... Otherwise, it is sssllloooowwww....
1503
« on: May 20, 2006, 03:01:00 am »
It isn't that... It is the logic of the engine...
It is just hard to explain... >.< I have to figure out how to make it catch the next part of it.
1504
« on: May 20, 2006, 02:50:00 am »
Well, the only problem with the walking engine now is that when the maps load, the character takes 2 steps...
1505
« on: May 19, 2006, 08:43:00 am »
Sort of...
to make it easier, and the engine more compact, I have it do this:
If (Char Position) != 0: prgmEvent
This works wonderfully, as long as inside the movement, you restirct where the character can go.
Inside prgmEvent:
If (Char Position) = 8: Deal with Event If (Char Position) = 9: Deal with Event etc...
prgmEvent also redirects to another program, if neccessary. I have found this increases the speed of things on the z80, though I have only made a couple progs on the 68k basic, so I don't know a whole lot about it...
1506
« on: May 19, 2006, 06:52:00 am »
That... looks... Amazing... O_O
1507
« on: May 19, 2006, 06:18:00 am »
Well, I program Z80 basic, though the principle should work just the same for 68k basic (and the asm and C languages as well).
Inside the walking engine, I have the calculator do a check to see if the tile that the character is currently sitting on is a tile that would take it to a different area, or for that matter, have it do something else entirely. It just depends on the situation.
Anyways, it checks to see if it equals that particular tile, either by numerical value, or by a character representing it, depending on hit detection methods. If the boolean is true, then it calls another program, to do the redirect from there, allowing the engine to stay fairly small, and not become bloated with that other code.
Do you understand, or would you like me to provide sample code (it would be in z80 basic)??
1508
« on: May 19, 2006, 06:10:00 am »
Well map is done, except for the ability to enter places, and to block off all un-walkable places. Currently, the only non-walkable places is the Trees, the rest should be programmed in today. I hope to have the rest of the maps I currently have on paper put in the calc today as well, and maybe even the new in-game menu, since I was not satisfied with the previous one. 
1509
« on: May 19, 2006, 04:41:00 am »
I have a 98 Ford Ranger, 4x4, Manual shift Transmission, 141,000 Miles, A/C, 3.0L engine, Stereo is stock, so it isn't that great. The truck is awesome, as I can haul/pull twice its capacity.
I got it for $8,000 ^_^
1510
« on: May 15, 2006, 06:13:00 am »
lol, ok   I will use what I have for the time being...
1511
« on: May 15, 2006, 04:28:00 am »
That would be cool ^^ I just want a cooler looking 8x8 sprite than what I have...
1512
« on: May 14, 2006, 12:35:00 pm »
1513
« on: May 14, 2006, 09:36:00 am »
1514
« on: May 13, 2006, 04:23:00 pm »
Just to bring this back, and let you know it isn't dead...
I have finally gotten around to making the hp bar work correctly. Right now, I am working on the logic of the walking engine, etc, to make it work correctly. Maybe sometime soon there will be a new demo...
Pages: 1 ... 99 100 [101] 102 103 ... 183
|