-=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- (c) WidthPadding Industries 1987 0|54|0 -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=- -=+=-




Teasy

some help with a space shooter

12th January 2011

Yes, in Blitz (2D/3D/+) Null is actually not a constant ^^
Probably having to do something with its internal handling of the type lists, which was made controllable in BlitzMax.
In this case I usually just pass Null as a parameter.
Or you could use Obje*snip*


Teasy

some help with a space shooter

5th January 2011

Btw, there are also Tyrian music MP3s somewhere :)
(and on my HD ^^)


Teasy

some help with a space shooter

5th January 2011

Yes, in fact, I generate stars at run-time in my game Terra Colony (Code\\StarField.BB).
[code]
Function StarField_Generate()
; StatusMessage " * Starfield"
For Depth = 1 To StarField_Depth
For PosX = 0 To StarField_Pixels - 1
*snip*


Teasy

Freeing memory in B3D

5th January 2011




Teasy

some help with a space shooter

26th December 2010

btw , thx for linking to the tyrian gfx!
that's really awesome to see :D
most of the image dimension problems i have come across
deal specifically with memory handling,
so any DrawImage/TileImage calls will not cause any problems.
Only the Load(Anim)I*snip*


Teasy

Image rotation?

25th December 2010

dna:
if you optimize the code way more,
it should be smooth and superfast in blitz2d even :)
i still have some of blitzcoder's code laying around
from optimization/math wizards ^^
which does exactly that!
i am not familiar
with blitzmax' graphics *snip*


Teasy

some help with a space shooter

21st December 2010

* Chemistry
I'm so amazed
at our resonance in this 'project'!
It is like chemistry :)
There's some kind of vibration
'under' or 'behind' the project (and you)
that makes it very easy for me
to 'connect' and 'play' :)
[hr]
* Collisions
Ah, yeah,*snip*


Teasy

Image rotation?

15th December 2010

That looks neat ^^
For finding the maximum image rotation corners,
I think you're looking for something like this, Spinal :)
[code]
; calculate maximum rotation radius (maximum distance from hotspot)
Function GetMaxRad( w,h , rx,ry )
Local w2 = w*snip*


Teasy

some help with a space shooter

15th December 2010

Well, it's nice to see more people commenting here :)
* Non-power-2 image problem
When running the newest game you have posted,
I get a Memory access violation
on the ImagesCollide call
dealing with the capital ship images
in combination with bulle*snip*


Teasy

some help with a space shooter

27th November 2010

Wow, nice :)
Btw, if you use Floats (I see the Ceil() function in your 'code'), a division by zero will result in "Infinity" ^^
Converted to Int it becomes -2147483648.
Are some of your ships 'peaceful'?
Or do some of your ships support 'peaceful' stat*snip*


Teasy

some help with a space shooter

20th November 2010

Nice :)
I vote for a simple (easy as eating pancakes) implementation ^^


Teasy

some help with a space shooter

19th November 2010

The solution I like to use
for calling InterceptAngle less
is by using a simple timer
with an interval like 500ms.
I think I've used the same technique
in a previous program up there,
or perhaps in the game itself.
With that technique
you only need*snip*


Teasy

some help with a space shooter

10th November 2010

yes, the Intercept() params look good :)
i remember having to 'fiddle' with the delta time tho..
while debugging the enemy ships' aim,
i added extra visual lines (red-like)
to see when angles are correct etc
btw, i've uploaded the Spaces to tabs con*snip*


Teasy

some help with a space shooter

3rd November 2010

Wow, that's some explosive action going on there :)
I love the way you implemented AI vs AI,
and making the player part of a team :)
Bombs, explosions, more shrapnel, screen shakes, very cool! :D
Well, to use tg\\x,y,s,t everywhere, unification if possi*snip*


Teasy

Drag, Drop, Resizing rectangles

1st November 2010

It sounds, to me, like your mind is in a loop, DNA :)
Press the 'Untangle' button to unwind, relax and enjoy :)


Teasy

Drag, Drop, Resizing rectangles

26th October 2010

(i'm using a wired trackball ^^)
* SetBuffer BackBuffer
i'm curious why you're calling SetBuffer BackBuffer() so often and in many places,
so i've decided to remove them and place a single statement at the top of hte program :)
* Flip : Cls
i've moved*snip*


Teasy

some help with a space shooter

26th October 2010

well, to separate the hud drawing from the game drawing
here is the easier way from my pov:
make 2 separate images that are the size of the screen:
- one for the game 'screen'
- and one for the 'hud' overlay
[code]
Local imgGame = CreateImage( screen*snip*


Teasy

Drag, Drop, Resizing rectangles

24th October 2010

Naah, but thanks for the suggestion :)


Teasy

some help with a space shooter

24th October 2010

Thank you for expressing your appreciation :)
I've noticed 2 typos in my code,
which was also pasted by you up there,
being the assignment in the loop:
[code]
Dim table_sinA#(sincostablesize)
Dim table_cosA#(sincostablesize)
For a=0 To sincostablesi*snip*


Teasy

Drag, Drop, Resizing rectangles

24th October 2010




Teasy

some help with a space shooter

21st October 2010

Nice! (Image.gif)
Well, at first I thought you were planning on
using the Target field (of the enemy)
for storing any type of target,
rather than just the player or a ship (Image.gif)
I've used some things like this
in my Terra Colony game (Imag*snip*


Teasy

Drag, Drop, Resizing rectangles

21st October 2010

When I run my program I see 4 boxes,
each in the colors of your original program.
And when I hover my mouse over the boxes,
a white border is displayed over them.
My program illustrates how to use boxes
without the use of functions or objects.
Are yo*snip*


Teasy

Drag, Drop, Resizing rectangles

19th October 2010

Cool :)


Teasy

I need a new domain name

19th October 2010

waroffi.com (Image.gif)


Teasy

some help with a space shooter

19th October 2010

Well, I am curious why you are converting from object to handle and back again,
when you can simply use a direct reference to the object instead,
as I see you're not using Object/Handle for abstraction (yet?).
I mean, it looks really cool and daunting :*snip*

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