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Mike Bluerobin2
I need help. In the DPOLY DEF (which should draw a regular polygon), using GLINE works perfectly, but using my own DLINE DEF (which should draw a thicker line using GCOPY) results in a mess of lines. Using DLINE seperatly worked before so I'm confused :/ Even more, upon using DLINE, GLINE doesn't do the correct line either.
3そうだね
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Mike Bluerobin2
That project was put off until further notice.
0そうだね
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Mike Bluerobin2
Slow down :) This is a glitch. I'm cloning an old flash game called sugar, sugar. I'm calling it Salt. See my profile for more pics :D
0そうだね
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Mike Bluerobin2
This... is normal...
5そうだね
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Mike Bluerobin2
Will this be able to compile the block code into actual text files?
1そうだね
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Mike Bluerobin2
nice hands
2そうだね
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Mike Bluerobin2
I'm just using GSPOIT(). I only keep the moving pixels in an array. I'm also drawing to multiple GPAGES and copying them all to one at the end, so the active particles are drawn desperately from the main graphics.
0そうだね
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Mike Bluerobin2
It runs at 30 fps.
2そうだね
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Mike Bluerobin2
There is a limit of 200 active particles. Once a particle becomes inactive (nowhere to go), it permanently draws itself and the memory is freed for another particle.
3そうだね
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Mike Bluerobin2
This isn't a proper physics engine. particles are stored as a 2D array with information about their active/idle state, position and vertical velocity. I still need to iron out some glitches but I hope to release soon! :)
0そうだね
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Mike Bluerobin2
Not the best physics, but this will do :) Took a while to get it to this point. Anyone care?
13そうだね
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Mike Bluerobin2
Fill er up
7そうだね
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Mike Bluerobin2
It's so beutiful :D
7そうだね
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Mike Bluerobin2
30 fps atm, which isn't bad at all. I'm working on optimization though.
2そうだね
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Mike Bluerobin2
Yeah, I might be cloning sugar, sugar.
7そうだね
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Mike Bluerobin2
Look familiar to anyone?
4そうだね
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Mike Bluerobin2
It's mostly because I decided to make everything work via SPFUNC, since I'm more used to object-orientated coding. About 100 lines are custom functions for math calculations and preciser collisions and such. About 50-80 lines are completely useless and should be removed. I'll finish it someday, but I need a break. Or maybe I'll release a classic flappy bird only version, but no promises.
3そうだね
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Mike Bluerobin2
I've messed with everything it seems (Cwhatever, Java, Processing, etc)... But I dabble mostly in scripting languages with pre-built engines like lua, javascript, gml, etc.
0そうだね
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Mike Bluerobin2
It makes the program run at a consistant rate. It's sort of like wait, but it waits until the number of frames specified since the last vsync, making the game run smoother. In general, you want a vsync in any main game loop.
0そうだね
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Mike Bluerobin2
The program itself is a big mess atm and I don't feel comfortable handing it off. Plus it's about 400 lines long now and would take forever to figure out by someone else.
2そうだね
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