Not quite: that will flip that bit rather than resetting it.
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KermMartian wrote:
Not quite: that will flip that bit rather than resetting it.
So, I can rotate a zero in, ones for the rest, then "and" the two, correct.
ACagliano wrote:
KermMartian wrote:
Not quite: that will flip that bit rather than resetting it.
So, I can rotate a zero in, ones for the rest, then "and" the two, correct.
Ok, thank you for that help. Think I got it now. Haven't gotten around to testing...I'll do that next week.
So, I just finished implementing the server system. An incoming packet is quickly ignored if it is not coming from the same server. The join routine will allow you to set a server number and attempt to join it, or create your own server.
I posted this on omnimaga, but got no reply, so I figured I'd put it here. Can someone post a screenshot of what they picture the battle LCD to look like. Remember, I have 5 buttons at the bottom and some white space on the sides for icons that show shield status and stuff.
So, I just finished implementing the server system. An incoming packet is quickly ignored if it is not coming from the same server. The join routine will allow you to set a server number and attempt to join it, or create your own server.
I posted this on omnimaga, but got no reply, so I figured I'd put it here. Can someone post a screenshot of what they picture the battle LCD to look like. Remember, I have 5 buttons at the bottom and some white space on the sides for icons that show shield status and stuff.
So is it going to be a Pokemon-style battle, where you have two combatants that take turns attacking/defending, or is it more of a real-time battle?
I already answered u in SAX, but let me answer publicly...it will be realtime. A one v. all free-for-all (though you can choose to work with other players).
As of today, my "to-do" list is officially shorter than the "done" list.
A bump...I need help with stuff...
1. Can I implement full 3D movement? How easy would this be? At current, the game only supports 6 directions (forward, backward, up, down, left, right). I want to support full range of 3D motion. I could do it in the form of vectors, where I have an x,y vector and a z vector, but I don't know how. If it isn't too hard to implement, I'd like some help with this, as well as editing the "view-screen" routine accordingly (the routine that renders a ship in the view-screen if one is in front of you).
2. Any ideas as to what the LCD should look like? Images, screenshots? The buttons?
3. I forgot
As of today, my "to-do" list is officially shorter than the "done" list.
A bump...I need help with stuff...
1. Can I implement full 3D movement? How easy would this be? At current, the game only supports 6 directions (forward, backward, up, down, left, right). I want to support full range of 3D motion. I could do it in the form of vectors, where I have an x,y vector and a z vector, but I don't know how. If it isn't too hard to implement, I'd like some help with this, as well as editing the "view-screen" routine accordingly (the routine that renders a ship in the view-screen if one is in front of you).
2. Any ideas as to what the LCD should look like? Images, screenshots? The buttons?
3. I forgot
1) The rendering should be very easy; just sort your object buffer by Z-position and render using masked clipped sprites.
2) Didn't come up with any mockups yet. I always like using F1-F5 for selecting things like weapons in game, so the player can keep their fingers near 2nd/alpha, arrows, and the F keys.
2) Didn't come up with any mockups yet. I always like using F1-F5 for selecting things like weapons in game, so the player can keep their fingers near 2nd/alpha, arrows, and the F keys.
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