So here I'm again asking my noobish questions
1)I'm making worms game and i wonder how could i calculate angle for the croshair and the bullet without sin or cos
2)How do the collision test work,should it return 1 when the masks hit each other or when colored parts (white,lgrey,grey,black) touch? I made simple pong clone using sprites and collision tests but it looks like the ball bounces back before it hits the pad
3)Who is PHCorp because in file sharing theres his good MLC games more than anyone else's and i never heard about him before ( maybe because I haven't visited these forums very often )
Thank You already for your wise answers
Some Questions About Mlc And Some Other Things
Started by
CakkuZ[FIN]
, Mar 22 2005 06:09 AM
2 replies to this topic
#1
Posted 22 March 2005 - 06:09 AM
#2
Posted 22 March 2005 - 09:00 AM
1) soon nic will be adding this command to deal with angles:
this is already supported in MLC86
2) CLSN is not fully enabled in MLCafx, thats a next version release too. also, CLSN will have an alternate sentax to allow for checking against any sprite colision (aka, if you want to know if sprite "A" collides with any other visible sprite)
3) he's a member of graph100.com, and didnt really come here much before MLC. same with SRM (who has helped out with MLC beta testing quite a bit).
here's most of what has to be updated in MLCafx to make it current with MLC86 (there's a few things missing):
hope that answers some questions
wish nic luck, he's working on this right now
POLR [length] [angle] [x int name] [y int name] - Converts the polar vector of [length], [angle] to a rectangular vector and stores the x portion in [x int name] and the y portion in [y int name] (angles are in degrees)
this is already supported in MLC86
2) CLSN is not fully enabled in MLCafx, thats a next version release too. also, CLSN will have an alternate sentax to allow for checking against any sprite colision (aka, if you want to know if sprite "A" collides with any other visible sprite)
CLSN ^SPR .0 %INT *PTR
3) he's a member of graph100.com, and didnt really come here much before MLC. same with SRM (who has helped out with MLC beta testing quite a bit).
here's most of what has to be updated in MLCafx to make it current with MLC86 (there's a few things missing):
POLR [length] [angle] [x int name] [y int name] - Converts the polar vector of [length], [angle] to a rectangular vector and stores the x portion in [x int name] and the y portion in [y int name] (angles are in degrees) RSET resets program from start SUBS (arguments can be found in the string topic) "$STR=.3+.5", etc. ($STR="8") Tilemaps: name char is {, expressions like "{MAP=[BMP1 [BMP2 [BMP3 [BMP4...", "{MAP(.0 .2)=[BMP5", "DISP {MAP(.1 .5)" allowed. CINT [string] [int name] - Converts the string [string] to a number and stores it in [int name] (negative numbers allowed) ABSL [number] [int name] - Finds the absolute value of [number] and stores it in [int name] INPT [x] [y] [prompt] [color] [var] - Displays [prompt] in [color] at [x], [y], waits for a number or string (depends on the type of [var]), and stores it to [var] NMAP [width] [height] [map name] - Creates a tilemap with a name of [map name] and dimensions of [width] and [height] TILE [map name] [bitmap 1] [bitmap 2]... - Sets the specified bitmaps in [map name] to be "solid" CMAP [map name] [sprite name] [x array] [y array] - Finds where each corner of [sprite name] is touching [map name] and stores the positions of the map elements in [x array] and [y array] (the position of [map name] is determined from the position it was last drawn with DMAP) TCHK [map name] [x array] [y array] [int name] - Checks each of the map elements specified by [x array], [y array] in [map name] - if any of them are "solid", [int name] is set to 1, otherwise [int name] is set to 0 DMAP [x] [y] [map name] - Draws [map name] with the top left corner at [x],[y] alternate DISP syntax: DISP .0 alternate CLSN syntax: "CLSN ^SPR .0 %INT *PTR" %INT+, %INT- // increment/decrement IIFF / THEN / [code block] / IFND (IF / [single line of code] also works) %INT*=[expression] is the same as %INT=%INT*[expression] (same with other operators) "IIFF ^SPR.BMP=[BMP1", etc.
hope that answers some questions
wish nic luck, he's working on this right now
#3
Posted 22 March 2005 - 10:05 AM
Great, after those things are added only coders skill and thinking should be limitation for games
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