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jvas

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About jvas

  • Birthday 08/04/1974

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    Budapest, Hungary (Europe)

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  1. I like the way how it is done in Bounty Bob Strikes Back: you can add horizontal direction to your jump even after a straight vertical jump had been started, but not allowed to change the direction afterwards. This way you can adjust the length of your jump, still not as "un-natural" as in Albert. More tricky levels can be done if the length of the jump is not fixed (remember in the prequel, in Miner 2049, there was only fixed length jumps).
  2. From now on one should publish the specs of their computer too... 😀
  3. Didn't check the zip file. The description and the screenshots are about the Antic Mag's Rebound. Sorry.
  4. The alignment of the cart connector is 90, while on the other is straight -> less clearance required.
  5. Would be fun to add backgrounds from other games like Bruce Lee, Pitfall, Alley Cat etc...
  6. I suppose RastaConverter and RastaConverter + eXtended memory
  7. Congratulations for the good choice of colors, nice character design and fluent movement!
  8. It is said, that "it's just an early working version"
  9. When counting points that are on the right of the object: if a point is next to the previous point we found in the list, then it it doesn't count. In the example above only the leftmost point of the horizontal green line counts only. Don't know whether I am clear or not
  10. I found these two articles: 1. Check if a point is inside a polygon: https://www.geeksforgeeks.org/how-to-check-if-a-given-point-lies-inside-a-polygon/ 2. Which is based on the algorythm of determinig of the intersection of two segments: https://www.geeksforgeeks.org/check-if-two-given-line-segments-intersect/ We treat the objects in the game as points. For example we can say, that if the center of an object is looped then the object itself is looped. We can determine if a new loop is created. Only in this case we have to go on. In the video it seems that not only intersections but when two points next to each other also creates a loop: The coordinates of the head is the same as one of the other point of the snake Or the coordinates of the head is next to the one of the other point of the snake We can separate all points of the "snake" which are part of a loop (need to find out how, more than one loops are possible): These are all points from the head toward the tail till we reach the point determined in #2 The 1st algorithm becames simple them: An object is in a loop, if there are odd number of snake points (determined in #3) whose x coordinate is bigger then the object's x coordinate and the y coordinate is the same as the object's y coordinate There are some tough cases like this:
  11. Maybe first we should try to find out how to find closed polygons and what is inside them. That's why I wanted to record the points of direction changes.
  12. First thought: For the tail I would maintain 2 ordered lists: - the first list would contain the points (coordinates) in which the head changes direction - the second list would contain the ordered list of direction changes This way we can "play back" the movement of the head: 1. the tail starts from the last point (and removes it from the list) 2. and starts moving in the direction that is at the last position of the directions' list (and removes it) 3. it moves till it reaches the last coordinates in the points' list (or reaches the head's position if nothing in the list) and go back to step one Seems simple, but needs a buffer management with the length of the buffer, first and last position. We can use the list of points (with the position of the head and tail) to check which is inside the polygon or is it a closed polygon at all.
  13. Wouldn't it be more convenient if there was a daughter board with more than one ISA connectors outside of the case and connected to the internal board with a ribbon cable?
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