I don't really care what the GP32 can do, I prefer focusing on what it's actually going to do. The 32X had a lot of power but nobody used it properly (except maybe the programmers of Darxide lol). So if nobody's going to make a good 3D game (although there are ppl working on it, and we already...
I'm starting to think I code well. It f*cking works!!! I completely finished it now. PM me your email addy and I'll send you the code and a working sample level.
YAY IT WORKS!!! hehehe Now I just have to write the complete code, make it a bit cleaner and check if its fast enough. If it isn't we can still use precalculated values!
Haha it'd be a but difficult to share the prize (if you get one) so I don't mind you using the code I write (if I ever get to write it xD) as long as you credit me. I'm gonna work a bit on the damn code right now ^^ Yay and I have 3 exams this week!
But anyway I don't think the game can be...
Incredible :ph34r: It took me a bit to realise this was actually TRUE and I'll try this as soon as we get a more "final" version of the tutorial, and also when more research is done. I'm gonna pass the news ^^ Thanks a lot for everything.
lol yeah, 4 at the same time. I won't finish any of them, I so lazy. But this time I only have to write a collision code that seems quite simple, I think I can make it (unless someone else does it before me lol). School's getting a bit stressing this last term with all the final exams so I don't...
Yeah, you have the main program and the the included ones that only contain global variables and processes (not another main process). From the main program you can call processes that are coded in the secondary files.
These included files usually contain MORE than one process, so you can...
It's really easy :D Here is a really good example, originally posted in the DivSite forums.
This is the main program:
program mijuego;
include "prg1.inc"; //You can use any extension you want
global
cosa1;
cosa2;
begin
//...
end
And this is "prg1.inc":
global
cosa3;
cosa4;
end...
Yup. The hardness maps thing is very easy to use. And yes, you'd need to use additional processes for the platforms, but that's no big deal.
Can you send me some graphics? The stick image would be enough for now (just to start writing the collision code).
Lol no thinking about programming in bed!
The thing you two invented won't work xD
And you completely have to change the structure above. The main loop would look like this:
loop;
angle+=1600;
if (key(_left)) //On the key detection, you just need the movement code
x=x-3;
end
if...
Hmmm good point. Let's imagine we have the stick like this:
<-----o-----> "o" is control point #0 and this sample stick is 13 pixels long.
We could use several map_get_pixel to get more precision in the collision detection routine we're gonna build up:
x--x--x--x--x "x" will be the parts of...
I read the message you posted before editing that one ^^ So it's really stupid to re-edit it again and post that.
Anyway I didn't really expect you to take me right way and read my ENTIRE post, where I said what you should do in order to make progress or at least, even if you never finished the...
Yeah this is what programming is about ^^
Btw, you're never gonna make that game. And I'm afraid that Quiest is gonna have some serious trouble continuing with his Metal Slug 32X. I'm trying to give you guys some advice, not discourage you. You're starting with these huge projects even though...
Well I can't come up with any more possibilities than the ones Quiest mentions... One of my projects also worked fine on the pc interpreter but made the gp32 crash. I commented (with '//' I mean) almost all the code and it worked, then I kept adding processes and code blocks and trying if they...
Hm I dont really get it. A hardness map is something completely precalculated and it's only used when you need the player to interact with the scroll (so that you can climb a hill, stand on a platform, etc. without using collisions). If I got you right, you're asking for a real-time generated...
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