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Topic: Petit Computer

Posts 8,621 to 8,640 of 9,618

T-bender

@Hansausage you have a good pic! Cloud and Tifa from FFVII

Progress:
Alarm Clock (PTC) 75% done
Shooter w/o a name yet (PTC) 0,01% done Xd

Discostew

Taking a break from boss AI atm. Finished most of the built-in audio player. Working on menus/GUI and credits sections. (No, working on the credits section does not imply that I'm almost done with the whole project! It's being listed under "Extras" alongside the audio player. )

[Edited by Discostew]

Discostew

Switch Friend Code: SW-6473-2521-3817

bigdog00

@iamaperson I desperatley want your survival mode test for minecraft DS! I will help you troubleshoot and do anything! Yes, I am desperatly begging you. if not, at least tell me when the survival mode will be released!

I like petit computer! Asphault 3d is awesome!

X:

bigdog00

Also, how can I contribute to Minecraft DS? I would love to help in any way possible.

I like petit computer! Asphault 3d is awesome!

X:

GraphicGenius

Sorry I haven't posted in a while. Is there any1 new?

If Facebook, Myspace, Twitter, Instagram, and Snapchat were all destroyed, 90% of teens would go insane. If you're one of the 10% that would be laughing at them, copy & paste this into your signature and hope it happens. Wait was that just a joke?

TexMurphy

Question: I want to make a character walk right or jump (in a parabolic motion) AND have npc sprites move with the jump without adding their motion to every movement the character makes. Lets say shinobi jumps forward right. The background offsets left. Any stationary sprite object has to also move left. So if he walks right, left, jump left, jump right the position of the object changes. My best guess is that I would have to flag if the character is in a jump and increment the move and jump one frame at a time and set a condition when the jump is over. Plus add any collision. Yikes.

[Edited by TexMurphy]

TexMurphy

Discostew

TexMurphy wrote:

Question: I want to make a character walk right or jump (in a parabolic motion) AND have npc sprites move with the jump without adding their motion to every movement the character makes. Lets say shinobi jumps forward right. The background offsets left. Any stationary sprite object has to also move left. So if he walks right, left, jump left, jump right the position of the object changes. My best guess is that I would have to flag if the character is in a jump and increment the move and jump one frame at a time and set a condition when the jump is over. Plus add any collision. Yikes.

So, kinda like how MM2 works?

Discostew

Switch Friend Code: SW-6473-2521-3817

PTCRL

Hi guys,

I am working on a roguelike and was wondering what the best way to handle transitioning from room to room was? Currently my rooms consist of an array:
Quote:
map(10,10)

In my code i load my map data into the array which consists of data statements:

DATA 2,1,1,1,1,1,1,1,1,2
DATA 1,0,0,0,0,0,0,0,0,1
DATA 1,0,0,0,0,0,0,0,0,1
DATA 1,0,0,0,0,0,0,0,0,1
DATA 1,0,0,0,0,0,0,0,0,1
DATA 1,0,0,0,0,0,0,0,0,1
DATA 1,0,0,0,0,0,0,0,0,1
DATA 1,0,0,0,0,0,0,0,0,1
DATA 1,0,0,0,0,0,0,0,0,1
DATA 2,1,1,1,1,1,1,1,1,2

I considered adding an extra array and data statements for the exit but, the problem is how would i point to the proper map as DATA statements only allow integers. Any assistance in this matter would be greatly appreciated.

Sincerely,

PTCRL

PTCRL

twinArmageddons

speaking of roguelike, i made an engine yesterday.
it has no real gameplay, it's just the engine. if you want gameplay and enemy collision and stuff you need to code it yourself.
Untitled
currently it generates a map with data and has a rushed example map, you'll probably want to change the generation if you plan on doing anything with it.

[Edited by twinArmageddons]

get in loser we're going titan hunting

Discostew

TexMurphy wrote:

@Discostew I guess? I haven't scanned your qr codes yet. How many are there 98!

Yep, demo v0.2 is 98 codes, but if you want a quick look, you can see an extremely early version here (from before v0.1 of the demo)

Discostew

Switch Friend Code: SW-6473-2521-3817

damolii

@Randomous Ok, I have finished the song I requested to make for you. Hope you like it http://imgur.com/8wz5lWv

@Anyone Does anyone have a "physics" engine? I need one that includes running, gravity, and momentum. If you don't have one at hand but know how to make one, I would love to learn

[Edited by damolii]

I don't have a 3DS so what do I put here? -Damolii

randomous

@damolii I really like the song, but it sounds like something for a dungeon, not a happy and laid-back game in a village lol. Maybe someone can use it an RPG?

Edit: BTW, if I add a radio to Village (I don't know if I will), do you mind if I use this as one of the songs?

[Edited by randomous]

randomous

damolii

randomous wrote:

@damolii I really like the song, but it sounds like something for a dungeon, not a happy and laid-back game in a village lol. Maybe someone can use it an RPG?8

Edit: BTW, if I add a radio to Village (I don't know if I will), do you mind if I use this as one of the songs?

Yeah, you're right. To be honest, I wasn't sure it would fit Village, but I didn't want to go back on my request

EDIT: Yes, you can use it on a radio if you make it, @randomous

[Edited by damolii]

I don't have a 3DS so what do I put here? -Damolii

Discostew

What I do for Megaman's gravity calculation is that each object affected by gravity not only has a variable for holding the Y position, but also a velocity variable. Every frame I increase the velocity by 0.25 and then apply this velocity to the Yy position. When I collide with something solid (vertically), I reset the velocity, even if he hits the ceiling. When I jump up from a solid surface, I set the velocity to something like -4.0. His jump will be arced because the constant acceleration of 0.25 pixels per frame will have him going from up to down.

Discostew

Switch Friend Code: SW-6473-2521-3817

damolii

JLMan wrote:

damolii wrote:

Does anyone have a "physics" engine? I need one that includes running, gravity, and momentum. If you don't have one at hand but know how to make one, I would love to learn

It is helpful to know that gravity accelaration (accelaration to downwards velocity due to gravity) is 9.8 metres per second per second. Basicly, every second, your downwards speed is increased by 9.8 metres per second. Example:

You are 20 metres in the air. Velocity = 0 m/s to the ground.
In one second, your speed is increased by 9.8 m/s. You go downwards 9.8 metres, so you are 10.2 metres in the air.
The next second, your speed is increased by 9.8 m/s, leaving you with a speed of 19.6 m/s (9.2 + 9.2). You fall to the ground.

However, you need to apply air friction.

That does help! Thanks guys Now for momentum......

[Edited by damolii]

I don't have a 3DS so what do I put here? -Damolii

SmokedSausage

@Damolli
The music that you made for SURVIVE is absolutely FANTASTIC! I really REALLY like it actually. Thanks so much!

Hi, I'm SmokedSausage and i like meemoos :^)

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damolii

Hansausage wrote:

@Damolli
The music that you made for SURVIVE is absolutely FANTASTIC! I really REALLY like it actually. Thanks so much!

No problem, @Hansausage

I don't have a 3DS so what do I put here? -Damolii

Mariominer

I would like to propose a method I learned on how to translate a number into binary and vice-versa. Say you're stuck in a car, if you have a phone it blew out the window before this. All you have is a pencil and a notebook. Also, you're not the one driving the car. That'd be bad. Anyway, here's how you convert a number to binary. We'll use 5. Step 1: Write the number down. In a column, divide it by 2 and forget the decimal part in some operations.
5
2
1
When it gets to one, STOP! Step 2: Make a second column. If the number by that column point is even write 0, if it's odd write 1.
51
20
11
End at the bottom again. Step 3: Read the second column upside-down. Write it horizontally so it doesn't look like a column.
51 101
20
11
So 5 in binary is 101. This works for any number. Try it!
This is a method I taught myself. If you have binary, let's say 10110. We need to convert this to a number. You could use &B, but let's pretend you're using some other language.
The first one will ALWAYS be 1. Always go left to right. Now we have ground rules. So this is how you do it:
Step 1: Write "1" under the first one.
10110
1
Step 2: If the next number is 0, go to 2, as 2 divides evenly into 1. If it's 1 goto 3. If you examine this part extremely well, you can see the expression (In BASIC) I'll say at the end.
10110
12
Step 3: Because this part varies, we'll just follow our example. If the next number is "0" then the next number is 4, otherwise 5.
10110
125
Step 4: You may see the pattern now. We'll continue this pattern. "0" means 10, "1" Means 11.
1011 0
12511
Step 5: For this example, as the numbers get bigger, I'l separate the binary. That's not 1011 and 0. It's 10110. You know the drill. If it's "0" Then it's 22, otherwise 23.
1011 0
1251122
So now we're all out of digits, so our answer is 22.
Now for the expression.
FOR I=0 to len(BINSTRING$)-1
NUMBERVAR=VAL(MID$(BINSTRING$,I,I+1))
IF NUMBERVAR==1 THEN NUMBERANS=NUMBERANS*2+1
IF NUMBERVAR==0 THEN NUMBERANS=NUMBERANS*2
'Or for less lines you could use NUMBERANS=NUMBERANS*2+NUMBERVAR
NEXT
PRINT NUMBERANS
WAIT 60
END
Hope this works, and if you see/experience any problems tell me and I'll check it.

Like a boss? Please, I AM a boss. You're welcome

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