qazz42 wrote:
greyscale player tank and black/white enemies?
Already discussed, calcnet precludes it do to it's use of interupts
oh... yeah.. sorry, I forgot
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.
*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.
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.
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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