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返信[4]
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Stewart segludian1
Very nice Nathaniel, how did you do the glow, did you have to pixel plot everything manually? If you change the characters to A to Z it doesn't look too different. But maybe we do get laughed at for the nonsense words.
0そうだね
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返信[15]
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Stewart segludian1
Sorry to hear your 3DS is broken Scientist. Hope you get it repaired or replaced soon.
1そうだね
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Stewart segludian1
Coding along with the Coding Train again. Today it was the Matrix rain episode. Couldn't get glowy text to work. Seems GFILL and GPUTCHR don't draw anything if alpha isn't 255. Mangled the stream concept too, it is just a function that generates symbols in my version. I think it still looks pretty good.
2そうだね
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返信[4]
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Stewart segludian1
I love the reflections, very pretty.
0そうだね
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返信[19]
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Stewart segludian1
Lighting based on wall distance. An attempt anyway.
1そうだね
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返信[18]
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Stewart segludian1
I would try generating the world into an array then copying things into the bg pages as needed. Then you only have to generate things once. Even without a memory buffer you should be able to fit several screen fulls of data into the bg pages. Then you can use bgofs to scroll around.
0そうだね
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返信[17]
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Stewart segludian1
So, if you reseed the random number generator with a given seed you should get the same random numbers out each time (assuming nothing else in the game uses them before you get to them). That does mean you have to keep track of a seed per re-creatable area. I wouldn't try it with small of slices. SmileBasic isn't too memory poor it should be able to generate pretty big worlds.
1そうだね
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返信[16]
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Stewart segludian1
It sounds like you are building the map based on a random number generator. Right? I am assuming SmileBasic is using something like a Merssenine twister for it's random number generator. In something like that, the next random number is based on the last one generated. You can however seed the random number generator with any starting value you like with randomize.
1そうだね
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返信[15]
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Stewart segludian1
Now with textures! I actually expected the sprites to be faster than the line draws in the flat color version, but it is a little bit slower.
0そうだね
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返信[12]
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Stewart segludian1
Was getting ready to try texture mapping with 400 sprites when I generated this trippy image, thought I would share.
1そうだね
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返信[9]
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Stewart segludian1
And here is my debug map. Where I un-mirrored it. I start scanning at red.
0そうだね
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返信[8]
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Stewart segludian1
Thanks!! That was a big help! It looks like my problem was a side distance y that I mistyped as side distance x. Copy paste strikes again. Now I have a question, is it me, or is the display mirrored? This is what I think it should look like.
0そうだね
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返信[3]
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Stewart segludian1
It is nothing fancy, very basic. Here is a shot of me trying to debug things. Seems at a certain point it just doesn't see walls anymore. Must be something with stepping from block edge to block edge.
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返信[1]
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Stewart segludian1
This is a picture from a broken angle.
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Stewart segludian1
I tried adapting some raycasting code I found at lodev•org/cgtutor/raycasting•html Unfortunately I have some bugs, the view falls apart when looking from certain angles. Not sure what I did wrong.
3そうだね
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返信[5]
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Stewart segludian1
If you have python 3.6.1 or better and the ability to install software running the following from the command prompt should get you pygame. python -m pip install pygame --user Works for other libraries too. Have fun.
0そうだね
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Stewart segludian1
I am more of a pygame guy myself, but the turtle graphics are fun.
1そうだね
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返信[10]
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Stewart segludian1
SECXE2KE is my throw shovel demo, it might help.
0そうだね
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返信[8]
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Stewart segludian1
Or you could just look at the spooky maze code. The author kindly made a raycating library to help you make your own 3D-ish games. Doom actually uses something else called a BSP tree. Not sure if you can do that in SmileBasic with no pointers, but it allows for non-grid geometry. However it wasn't really 3D either, but Quake was.
0そうだね
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返信[7]
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Stewart segludian1
If you can find it, chapter 6 of 1994's Tricks of the Game Programming Gurus by LaMothe, Ratcliff, Seminatore, and Tyler covers it extensively in DOS C code.
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