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Messages - willrandship

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961
move collision checking to before moving player, but still in the game loop.

Edit: Argh: Page turn fail.

Here's one I'm not sure was brought up: pxl-test doesn't work on black stuff, so you'll need a mask for collision unless you border everything. In fact, it's better in many ways so that you can have passable black stuff and such, plus background images don't collide.

962
Miscellaneous / Re: They blocked Omnimaga at our school D:
« on: March 28, 2012, 10:30:04 pm »
Yeah, at my school google trans and google's cached page thingy are blocked as security risks :P

963
Casio Calculators / Re: Who Wants to Help With a TI83+ Emulator?
« on: March 28, 2012, 10:29:20 pm »
Does the SH3 have more registers than the z80? If so, maybe you could use some of them as flag substitutes :P

964
Other / Re: electronic project
« on: March 28, 2012, 10:23:35 pm »
Err, how is using an lcd with a small display controller any different from using it directly on your arduino? You don't have the IO or the ram to directly drive it that directly. Display controllers give you a serial control of the LCD and have internal screen management.

965
TI-BASIC / Re: Graphing in Ti-Nspire Basic?
« on: March 28, 2012, 09:03:57 pm »
I meant use it for plotting in the list/data app, not altering them or using them in general.

also, for altering them, if you store the appropriate size of list you only need row number.

966
IMO Majora's Mask had the best dungeons, if you're looking for central mechanics. Althouhg, Link's Awakening was pretty good at that, too, for being 2D. Often you had to double back to a room at the far edge 3 or 4 times because you got a new key/item.

967
Casio Calculators / Re: Who Wants to Help With a TI83+ Emulator?
« on: March 25, 2012, 05:57:14 pm »
Well, with CPU emulators it's best to write one specifically for the CPU you're using, in Asm. That way, commands can be directly linked, like how AND functions virtually identically across instruction sets. In C, doing an AND command is much more than the single operation.

968
Doesn't nRGBlib let you draw without updating the screen? I haven't actually looked at it yet, but if so just don't update after the white, only after drawing the pictures.

969
Other / Re: electronic project
« on: March 25, 2012, 05:53:10 pm »
So, theoretically you could hook up an LCD with your own controller and have a custom arduino Screen!

970
TI-BASIC / Re: Graphing in Ti-Nspire Basic?
« on: March 18, 2012, 01:09:39 am »
look for the define block in the second library page, the one separated into sections. That can be inserted in, or(I think this way is CAS only) I think you can just store an expression of undefined x variables into a y var that is set to show.

Also, matrix-based kite drawing can be approximated using lists and the graph viewer, since you can connect them with lines and those lines can go up, down, forward or backward. The line is traced through the list values, not in order of size.

ie:
{0,1,2,3} -> l1
{3,2,2,1} -> l2

set up would have a point at 0,3, one at 1,2, another at 2,2, and one at 3,1, with a line connecting them in that order. You can easily alter lists in basic, and this change will be reflected on the tables.

Unfortunately you can't use matrixes directly since the data table application doesn't let you use them. (How would you represent different number values, for example?)

971
Casio Calculators / Re: Who Wants to Help With a TI83+ Emulator?
« on: March 18, 2012, 01:03:24 am »
Well, for one thing a full emulator would run Asm games, not just Axe ones. Also, Axe stuff would need to be recompiled, as well, with a rewritten parser. Just assigning certain variables and recreating bcalls doesn't even come close. (for one thing, I'm fairly certain axe uses almost NO bcalls whatsoever)

972
Minecraft Discussion / Re: Minecraft
« on: March 17, 2012, 04:59:17 pm »
Don't forget FiniteLiquids. It's really awesome, and doesn't break too many other mods (not any past modloader, as far as I know, but most land generators won't generate the new water)

973
A solution to the size issue is to use tile-based drawing, but pxl-test collision. That way, levels stay small and load fast, but you still get the precision of pxl-test collisions.

974
Minecraft Discussion / Re: Minecraft
« on: March 12, 2012, 10:18:31 pm »
I don't see why any one would restrict the others....wireworld-style, vertical, wirelessly connectible redstone that can reach across servers? :P

By the way, wireworld redstone would eliminate the length problem and make ticks a lot faster.

975
Minecraft Discussion / Re: Minecraft
« on: March 12, 2012, 05:36:03 pm »
.....why?

IMO the coolest thing about Indev is the limited map. Other than that, pretty much everything upstream is an improvement in my mind.

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