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Great! It needs limitations and more speed! I'll do that for you!:lol:
Nice 8/10! Good artwork (it's a perfect tribute to the original game ^^)
Perfect artwork! :lol:
Good job!
Thanks! ^^ You're great! :lol: Crossing the cables wont work! We need more cable segments with different collision groups or a new script method for the circles and boxes..
Last edited at 2009/04/15 22:25:45 by Otacon140.96
@all: Thanks for your comment and rating! It was a very hard scripting work :)

@bukk530: You got it!:D
Very nice improvement of Bronies scene! Works fine ^^
Did you use a global text string and on-key functions?
Last edited at 2009/04/16 10:52:56 by Otacon140.96
A new data cable is under construction


Imagine this as the cable made by RA2lover and me:
-o-o-o-o-o-o-o-o-

o=circle
-=box

This is the collision scheme:
Frame 1: -o-o-o-o-o-o-o-o -
Frame 2: - o-o-o-o-o-o-o-o-
Frame 3: -o-o-o-o-o-o-o-o -
...
[8 collisions per frame (cable lenght = 4)]

RED = collision
BLUE = no collision

The new cable should work like this:
Frame 1: -o -o-o-o-o-o-o-o-
Frame 2: - o- o-o-o-o-o-o-o-
Frame 3: -o -o -o-o-o-o-o-o-
Frame 4: -o- o- o-o-o-o-o-o-
Frame 5: -o-o -o -o-o-o-o-o-
...
[1-8 collisions per frame (cable lenght = 4)]

RED = collision
BLUE = no collision
This will increase the performance of cables a lot.

Here is the new cable! :P

NOTE: Keep in mind that this new cable could have less performance if it gets a 50Hz input signal, but peripherals shouldn't send at this constant frequency
Last edited at 2009/04/16 17:05:08 by Otacon140.96
Quote [lollerman]: "...and 4 to first and second texturematrix numbers..."
You mean: ...and 4 to first and fifth texturematrix numbers...;)

Version 2 is ready soon.. :D
Last edited at 2009/04/16 18:56:20 by Otacon140.96
OMG! That's godlike :lol: _o_
Fantastic! :lol: 10/10
:lol: Nice mechanism! 10/10 :tup:
Last edited at 2009/04/16 17:41:48 by Otacon140.96
Now it should work :yum:
Last edited at 2009/04/16 21:59:29 by Otacon140.96
Good idea! :)
Thank you! ^^
I know ^^ It's only research :D
It's fixed!! :lol:
Last edited at 2009/04/17 21:12:37 by Otacon140.96
IMMA FIRIN' MA LAZOR!

o _o
/######################
|###############10/1­0###
\######################

:lol:
_______________________
|______________________|h_ __
|10/10 _________________||=|##L_
|________________.====._||_|__._]
`(_)(_)`__________ `(_)(_)"""="=(_)

:lol:
Last edited at 2009/04/20 12:08:34 by Otacon140.96
@all: Thanks! :)

@juha686: :( Please describe exactly what you have typed in.
Don't press Ctrl-Z (otherwise phun will crash)
Last edited at 2009/04/21 18:38:06 by Otacon140.96
@juha686:
I succeeded to reproduce this error..
And i have found the reason why this won't work...
There is a ALU problem.. The ALU does not recognize the correct input..
Thank you for testing, juha686;)
Last edited at 2009/04/21 19:39:47 by Otacon140.96
Quote[juha686]: "the whole screen starts blinking"
It's already fixed :) Thank you anyway :)
Hahaha ^^ It's great! I understand you: That was hard work! Spawned circles (on mouseclick) trigger the buttons... Different matrices are used to store values and digit informations! Nice! :lol:
Last edited at 2009/04/23 12:07:02 by Otacon140.96
Wow! Great idea! :) 10/10
128 variables? That's not necessary!;) Create a simple array with 128 entries and link to the different indices. A1 would be scene.my.screen(0), A2 would be scene.my.screen(1) and so on...:lol:
Last edited at 2009/04/24 23:13:11 by Otacon140.96
The PCP Logo is not located in the "textures" folder. I can't see it. I only see the logo in the preview.. Nice! This should be our official logo ^^

Bugs:
-The keyboard is destroyed. Shift, enter and backspace keys are broken.
-The text covers the other text which was generated by the computer

I'll try to help you tomorrow! :lol:
There are too little differences between V2 and V3. I propose to decrease the version number.
Last edited at 2009/04/24 23:50:25 by Otacon140.96
That's cool!:lol:
@professionalphun: I'll do that. I included some floppies, but they currently contain no information. I'll upload ASCII art which will be stored on the floppies...

edit: Floppy 1 and 2 store a ASCII art.
Floppy 3 stores the introduction screen.
Last edited at 2009/04/26 18:35:24 by Otacon140.96
@swiss.assault: Your idea is great! :lol: I found the bug and corrected the scene.
Here's the link.
I disabled the rating function because the concept was invented by you.
I don't know how to eliminate the circles depending on the sim-time, but I know a way to eliminate the circles after they collide X times with another object.
Very good scene! 10/10 :lol: Make sure that the textures are all located in the "Phun/textures" folder to avoid texture errors.
fadeTime := 0.5 is correct. Your laser is very fast and thats the reason why you don't see a difference between 1.5 and 0.5. Try 0.05 and you'll see what I mean..
@xplane80: Good idea! I already know this calculator (scene response!) and it's operating mode. Let's design a new computer with global variables in the future. This is easier for our developing progress while it's harder to understand how it works (you can't see the sourcecode in phun)
Last edited at 2009/04/27 19:20:44 by Otacon140.96
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