Starflight MZX its really good, for real, i mean it.
#542
Posted 10 August 2004 - 05:14 AM
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
#545
Posted 12 August 2004 - 05:34 AM
Sfmzx won't officialy be moving to 2.8+ for a little while to let exo catch up on all the reports, it has been tested in 2.8 with very promissing results though.
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
#546
Posted 12 August 2004 - 10:16 PM
Especially with the port in beta like it is.
#548
Posted 13 August 2004 - 01:19 AM
Hey any way thanks to apage I got the new animation for the planet, Now with a back! check it out.
OLD PLANET:

NEW PLANET:

While I might make a minor tweak to the perspective, that is probably what the final planet will look like.
Again, thats all code, not just a fancy picture, expect to see ~150 planets spinning around on release.
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
#549
Posted 13 August 2004 - 01:36 AM
OLD ANIM:

NEW ANIM:

Yummy.
This post has been edited by apage43: 13 August 2004 - 01:39 AM
#550
Posted 13 August 2004 - 04:33 AM
#551
Posted 13 August 2004 - 04:53 AM
Attached image(s)
This post has been edited by Kuroneko: 13 August 2004 - 05:13 AM
xx̊y (OST) - HELLQUEST (OST) - Zeux I: Labyrinth of Zeux (OST) (DOS OST)
w/ Lancer-X and/or asgromo: Pandora's Gate - Thanatos Insignia - no True(n) - For Elise OST
MegaZeux: Online Help File - Keycode Guide - Joystick Guide - Official GIT Repository
#552
Posted 13 August 2004 - 06:17 PM
asgromo, on Aug 12 2004, 11:33 PM, said:
Copy block animations, I would assume.
<img src="http://ross.box43.net/sig.php/sig.png" border="0" class="linked-sig-image" />
#553
Posted 13 August 2004 - 09:31 PM
way. The first would be placing each individual block for every frame. I would
think he would step up into using something more advanced.
#554
Posted 13 August 2004 - 09:58 PM
#555
Posted 14 August 2004 - 01:36 AM
RoSS, on Aug 13 2004, 11:17 AM, said:
asgromo, on Aug 12 2004, 11:33 PM, said:
Copy block animations, I would assume.
copy block animations? 25 frames for 150 planets? You are kidding right? That's robotic magic right there, All I have to do is supply a 54x23 map and the animation is generated on the fly. don't believe? send me a map and I'll spinify it.
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
#556
Posted 14 August 2004 - 01:59 AM
~ Lancer-X

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#557
Posted 08 October 2004 - 12:27 PM
<@Tixus> Anyway, I set the year to 1988 for some reason.
<@Tixus> And set the microwave to run for a minute and 28 seconds.
<@Tixus> But it failed to send me back in time, and I was disappointed.
<Insidious> Tixus accidentally microwaved the 80s
<Insidious> that is my takeaway from this
#558
Posted 09 October 2004 - 01:50 AM
#559
Posted 09 October 2004 - 07:04 AM
<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
#560
Posted 09 October 2004 - 07:31 AM
Did you use sin and cos to make a grid system that would deform the image into a psuedo globe? Or did you use some other tactic I wouldn't immediately think of. Also how did you get it to render so quickly? Whenever I try to real time render ANYTHING (Plasma project a long time ago, I was also working on a mandlebrot before I coppied it onto a disk and set it aflame) it ends up being god awfully slow...
#561
Posted 10 October 2004 - 03:17 AM
Possibly one could be made in a decent amount of time using the 640x350 charset as the drawing board if you used a small amount of iterations to determine if the number is in the set or not. Dunno though

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#562
Posted 10 October 2004 - 03:34 AM
Mine worked... but yeah it was HORRIBLY SLOW No one, but me, would sit there long enough to witness the wonderfulment. That and using integers severely limited the ammount of zoom. Perhaps with the port's long counter I can help in making more precision... I donno.
If I try it again sometime...
Also, as I understand it the mandlebrot has to be determined within a square... a rectangle would screw things up or change it entirely wouldn't it?
EDIT: Actually defining a rectangle would probably just squish it.
This post has been edited by Koji: 10 October 2004 - 03:34 AM
#563
Posted 10 October 2004 - 04:13 AM
Nothing forces you to clip to a square boundary. I use rectangles.

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#564
Posted 10 October 2004 - 04:24 AM
Lancer-X, on Oct 10 2004, 05:13 AM, said:
Nothing forces you to clip to a square boundary. I use rectangles.
I thought that the mathematical definition of it had to be within a square.. you can display it however, but the mathematical boundary had to be a square... as I understand it...
#565
Posted 10 October 2004 - 04:55 AM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(
#566
Posted 10 October 2004 - 07:46 AM
Insidious, on Oct 8 2004, 05:27 AM, said:
SFmzx is at this point still having some difficulties with MZX2.8+ which make the game unplayable. Progress is slow on correcting the problem. In addition the game is undergoing a very thorough standardization of it's robots, which as it turns out is a very large task, and will probably involve some change in format of the systems and planets boards. Changes will likely reduce the total estimated size of the game to less than 1/4th of what it would be.
Said issues completion time is measured in weeks.
Average time spent on the project over the last two months has been roughly 6 hours/week, so despite the lack of updates the project is not idle. =\
Koji: Thanks, glad you like it. Expect to get very sick of staring at it for endless hours when you finnaly play the game =p
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
#567
Posted 10 October 2004 - 08:24 AM
You could post an MZB or just email it to Kojitakeo@gmail.com
#568
Posted 10 October 2004 - 12:20 PM
Quote
WHY WHY WHY
<+AFK> dormando's apathy is palpable.
* AFK palpates
<dormando> stop that
<Malwyn> undressing with revvy a little over a metre away. new definition of awkward.
#569
Posted 10 October 2004 - 09:05 PM
Revvy, on Oct 10 2004, 05:20 AM, said:
Quote
WHY WHY WHY
No, I mean file size will be ~1/4 of what it was going to be, the content will still be the same.
And Koji: it's not as tricky as it looks, the planet is rendered from a large rectangle image at the bottom of the screen, all it does is look at colors and duplicate them into sectors that are drawn at the top (which were defined manualy by hand -.-)
The whole thing is split into about 25 robots, thats why it's able to draw the whole frame in 1 cycle. It's just a lot of leg work, nothing too tricky or advanced and of course due to the limitations of text mode, the perspective is not by any means perfect. =\
<Cybersilver> "All my sugestions are for FUTER VERSIONS. Say it with me Fu-ter futer. Yep..."
9-21-2009, SFMZX game play video: HERE
Risu2112
#570
Posted 10 October 2004 - 09:19 PM

<Malwyn> Yes, yes. Don't worry I'd rather masturbate with broken glass than ask you for help again. :(

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