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Messages - matrefeytontias

#181
Calc Projects, Programming & Tutorials / Re: Axagon
December 23, 2014, 05:54:17 PM
DJ: yeah, I reduced the thickness so I have less lines to draw.

pimath: I use the fact that the player's coordinates are polar to make collision detection easy: when the obstacle's R coordinate is close enough to the player's (which is a constant), just compare the angles of the player and each side of the obstacle.
#182
Calc Projects, Programming & Tutorials / Re: Axagon
December 23, 2014, 11:30:37 AM
Alright, now that complex patterns are nicely supported and easy to add at will, the only things left are collisions and a proper menu !

#183
Calc Projects, Programming & Tutorials / Re: Axagon
December 22, 2014, 12:28:06 PM
Yeah, I was thinking how I'd do that without a polygon filling routine (as I was pretty sure the poor 83+ wouldn't handle it), so I thought of giving up on filling surfaces and going full lines. It works rather nicely, but I'm worried about how it will look like with many obstacles.
#184
I don't know what's up with that. It's a new trend apparently. Kinda hate it.
#185
Calc Projects, Programming & Tutorials / Re: Axagon
December 22, 2014, 12:13:26 PM
There you go, screenshot of it running at 6 MHz (as always, but I have to re-lose the habit of saying it everytime :P).



Also, you don't see it on the screenshot because it's randomized, but the rotation changes direction randomly (it will also change speed).

EDIT : oops, you actually see it :P
#186
Metalcore / djent for you.
#187
Calc Projects, Programming & Tutorials / Axagon
December 21, 2014, 10:18:21 PM
Hi,

It's been a while since I last worked on an Axe project because school kept me busy and non-motivated, but since it's the holidays, I thought of getting back into it.

I'm not getting straight back into Worms (I will, later) because I wanted to do a quick little project before, and that had to be Hexagon. Note that I'll only do Hexagon, not Super Hexagon.

Screenshots coming soon, at the time of writing everything has been done except collisions and patterns after 3 hours worth of programming. The game runs smoothly at 6 MHz as always.
#188
You only need 8 strings to djent properly :P 9 strings is too much according to nearly everybody. Proof, this is on a 6-strings : http://www.mirari.fr/6pAz
#189
Gaming / Re: OpenLieroX : let's play it together !
December 14, 2014, 08:44:48 PM
Why don't you play then ? :P
#190
Gaming / Re: OpenLieroX : let's play it together !
December 14, 2014, 07:51:32 PM
Alright Streetwalrus (possibly) and I are trying to gather people for a game tonight :D anybody who's for it, go to the chat room and tell me, I'll be there o/

EDIT : also, let me remind you that the game is free and needs no installation ;) and, if anybody is actually interested, it could be a good idea to set up a convo of sorts on any software you'd like.
#191
I do like Sabaton, I LOVE Stratovarius, I remember hearing something from Sonata Arctica but I don't know Twilight Force.

Also that's official ; next music from me will be Quest for the Legendary Axe, instruments version :P
#192
What are you guys saying, I love power metal. Some time ago, I'd have said that I didn't like songs with growl in them, but that's not really true anymore.

Eiyeron silly, 12-strings guitar are 6-strings guitar where each string is doubled by another string of the same note at an higher octave :P only guitars from 7 to 9 strings have extra strings that go towards low notes (9-strings guitars are actually one step and a half lower than standard 4-strings basses !)

Also yeah, I keep saying to myself that I must cover Quest for the Legendary Axe :P

Street: I do record myself, as you already know. There are two problems though, one being that I have nothing to record drums (they are at my parents' home anyway, I live away from there b/c studies), and the other problem is that I'm just too bad at composing music. It's too bad, because I really want to create stuff, seeing that I can pretty much play it.
#193
Gaming / OpenLieroX : let's play it together !
December 11, 2014, 08:49:02 PM
'sup guys,

I found that little indie game some time ago, and thought that since it was amazing we could all play together :D

http://sourceforge.net/projects/openlierox/

Who's up for it, and when ?
#194
Guitar is happiness. 7-strings is love. 8-strings is life.

* matrefeytontias runs

Okay really, I took piano courses for 4/5 years (I keep forgetting), guitar courses for 5 years (this year's the 6th but I'm not taking courses) and I played drums alone so much that I became kind of good at it (I like to think so).
#195
Calc Projects, Programming & Tutorials / Re: Pokespire
December 01, 2014, 07:19:03 PM
I had an idea to reduce the amount of sprites drawn. If I understand correctly, you draw the whole tilemap once for each layer ? If yes, only draw what's certain to be visible on-screen (I know you already do that, but it doesn't hurt to remind it). Then, I see from your code that you draw tiles regardless of their layer level ; no wonder that you draw > 300 sprites each frame. So here's what I propose :

Basically, have each tile be a structure, ordered like so :

typedef struct
{
    uint16_t **imgs; // or a reference ID if you have a big map, but this makes it so you don't need lookup as much
    int usesLayer[MAX_LAYERS]; // ints are much faster than anything else on Nspire ; you should remember this for the future
    // maybe more, what do I know
} tile_t;

The trick is that usesLayer is an array of boolean values. To use that, you'll have to modify your map drawing a bit : you must know exactly what layer you're currently drawing, that way you can just test the corresponding entry in the usesLayer array of every tile_t structure you've got  and ignore them if you find a 0 value. That should actually cut off more than 50% of the drawables, since most of them aren't animated (correct me if I'm wrong).
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