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返信[13]
親投稿
PChicken NerdChicken
Oh, do Y-19,1 instead, i forgot this was coming from top-left of sprite
0そうだね
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返信[12]
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PChicken NerdChicken
The correct code is not Y-5.1 it is Y-5,1 comma instead of period
0そうだね
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返信[11]
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PChicken NerdChicken
Y-5,1 not .
0そうだね
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返信[8]
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PChicken NerdChicken
The character shown in the photo.
0そうだね
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返信[1]
親投稿
PChicken NerdChicken
Do you know any computer science? If you don't know how to use repeat:until loops or if conditionals then you won't get anywhere.
0そうだね
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返信[17]
親投稿
PChicken NerdChicken
*confuzzled*
0そうだね
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返信[16]
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PChicken NerdChicken
But how do I make the camera not take into account the sprite size? How do I make things smaller instead?
0そうだね
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返信[15]
親投稿
PChicken NerdChicken
8EVN438J I made the player a log so I can could see the full boundaries of the sprite.
0そうだね
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返信[14]
親投稿
PChicken NerdChicken
I'll get screenshots and code in soon. I really really like my code. But it has a 1 in 359 chance of crashing because of a divide by zero, because of math. I'm going to make a player-centered camera for this.
0そうだね
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返信[13]
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PChicken NerdChicken
more than an hour for 31 lines of code... what am i doing with my life... anyways, it works. I finally did the math right after it all went over my head over and over again.
0そうだね
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返信[12]
親投稿
PChicken NerdChicken
other than the side walls
0そうだね
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返信[11]
親投稿
PChicken NerdChicken
I don't need the code at this point, it is pretty simple to make.
0そうだね
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返信[10]
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PChicken NerdChicken
this is a lot of math... but i'm making good progress
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返信[7]
親投稿
PChicken NerdChicken
I'll do this using SPSCALE OUT
0そうだね
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返信[6]
親投稿
PChicken NerdChicken
Oh, but I'll have to take into account sprite size as well...
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返信[5]
親投稿
PChicken NerdChicken
*truly
0そうだね
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返信[4]
親投稿
PChicken NerdChicken
Game plan for me (this is so i can gather my thoughts): Create back wall Create randomized side walls and record line angles Get sprite Main loop Get sprite position Controls, change variables to not truely move sprite Find line intersections with new positions If hitting, don't move sprite, else move sprite repeat
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返信[3]
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PChicken NerdChicken
I will try to replicate what you did and implement this in, if I have time. Continue working on the problem!
0そうだね
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返信[2]
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PChicken NerdChicken
My two cents anyways, I learned this stuff in school so it makes much more sense than two months ago.
0そうだね
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返信[1]
親投稿
PChicken NerdChicken
You could try to get the angle of the line and then get the Z value of the aprite and get the intersection of the two lines, then not let the sprite past that point
0そうだね
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