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DShiznit


Guru-in-Training


Joined: 14 Jan 2007
Posts: 3682
Location: The 24th Century

Posted: 25 Feb 2011 08:16:57 pm    Post subject:

qazz42 wrote:
greyscale player tank and black/white enemies?


Already discussed, calcnet precludes it do to it's use of interupts
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qazz42


Vampire Killer


Joined: 07 Apr 2010
Posts: 4177

Posted: 25 Feb 2011 08:17:54 pm    Post subject:

oh... yeah.. sorry, I forgot
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55733
Location: Earth, Sol, Milky Way

Posted: 25 Feb 2011 08:33:58 pm    Post subject:

DShiznit wrote:
Different hollow tank sprites sounds like the best solution to me.
That's doable, especially since when I was starting the game there were a lot of possible tank sprites thrown around.
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55733
Location: Earth, Sol, Milky Way

Posted: 26 Feb 2011 06:55:41 am    Post subject:

*bump* So, just before work, I did some tracing and discovered that both upwards delta-y values and gravity were being taken as positive, which is of course not correct, and which is an unfortunate result of the pixel coordinates on an LCD increasing downwards. I made that change, and some AI shots seem more accurate; others do not. I will continue testing after work today. I have added [clear] as a way to quit when a handful of AIs are fighting and failing. I need to implement the suggested tank sprites.
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graphmastur


Power User


Joined: 27 Jul 2010
Posts: 464

Posted: 26 Feb 2011 06:55:13 pm    Post subject:

I like a checkerboard pattern. I don't want it to be solid black, but maybe something like a square that you can at least distinguish your tank. I say keep all the other tanks white, though.
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KermMartian


Site Admin


Joined: 14 Mar 2005
Posts: 55733
Location: Earth, Sol, Milky Way

Posted: 26 Feb 2011 08:15:36 pm    Post subject:

graphmastur wrote:
I like a checkerboard pattern. I don't want it to be solid black, but maybe something like a square that you can at least distinguish your tank. I say keep all the other tanks white, though.
I can give that a try. Anyway, while at work today I thought about the math, and I think the denominator of the square root is prematurely losing precision. I'm therefore going to do [\frac{\frac{{\Delta}Y}{{\Delta}X}{\times}cos(\Theta)-sin(\Theta)}{100}] instead of prematurely dividing each term by 100. Problem is, 32-bit addition/subtraction with two pairs of two pairs of 8-bit register pairs is sorta breaking my brain for a moment. I'll be with you again shortly.
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