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Messages - Sledge

#1
Thanks for the comments and votes peeps -- great fun, this one was!
#2
Intel version works here -- music's driving me mad as it's soooo familiar but I can't place it! Visually very interesting, I thought, and the scroller made me laugh (I wish I'd asked for points in mine now).
#3
Love this 'un -- especially the transitional stuff at the start.
#4
Very therapeutic. Makes me want to play Wave Race!
#5
Crashes here too (although the sample keeps playing, which makes me want to see it even more!) -- Intel GMA fingy, so that'll be why.
#6
Another last minute entry! Need to work my way through all the other submissions now...   :D

#7
Oh maaan, I just switched to Ubuntu, meaning I can't code with B3D and take advantage of some of the cheap ways to get water fx that it offers. Good excuse to have a play around with BMax, though...

Oh, hello everyone!
#8
PixmapPixelPtr() seemingly has its uses here.
#9
Happy birthday dewd!
#10
Sure! I meant to mention it for the Halloween comp but it totally slipped my mind. I'm not necessarily looking to do a GBA demo (although I might if it were allowed) but there are a fair few people who tinker with it so it might be nice to consider in future. I really want to use BlitzMax for the XMas compo as I've invested a bit of time in picking up its OOP-ishness. Still racking my brain as to what to do...
#11
I meant Visual Boy Advance and as other Win32 emulators are specifically listed I guess it's not allowed.
#12
No VBA as an allowed environment?
#13
General chat / Re: Rick Dangerious 2
November 11, 2007
Quote from: Hotshot on November 11, 2007
which one is better? Rick dangerious 1 or 2?
Which is the least worst, you mean?  :diablo:  Could always compare...
#14
Quote from: Shockwave on November 08, 2007
Ampli told me to use this;

GOAT TRACKER

Coooo! Grabbing that NOW!!
#15
Out of interest, what's the most user-friendly way to write new SID tunes these days?
#16
That was a great compo -- I can see that I am going to have to skulduggerously start work on my Xmas compo entry now to have any chance at all  :diablo:
#17
Just came across FIGlet and have been messing around with it. The Graffiti font squishes together so pleasingly that I thought I'd add va!n's flyer tagline and post the results. This is about as arty as you're going to get from me, I'm afraid :P

_______     _____ __________ ____  __. __________.______________ ________________  ___________________________ _______________.___.
\______ \   /  _  \\______   \    |/ _| \______   \   \__    ___/ \_   _____/  _  \ \_   ___ \__    ___|_____  \\______   \__  |   |
|    |  \ /  /_\  \|       _/      <    |    |  _/   | |    |     |    __)/  /_\  \/    \  \/ |    |   /   |   \|       _//   |   |
|    `   Y    |    \    |   \    |  \   |    |   \   | |    | ____|     \/    |    \     \____|    |  /    |    \    |   \\____   |
/_______  |____|__  /____|_  /____|__ \  |______  /___| |____|/  _ \___  /\____|__  /\______  /|____|  \_______  /____|_  // ______|
        \/        \/       \/        \/         \/            >  _ </\ \/         \/        \/                 \/       \/ \/
                                                             /  <_\ \/
                                      _________________   ___\_____\ \______________________.___.
                                     /  _____|______   \ /  _  \   \\/   /   \__    ___|__  |   |
                                    /   \  ___|       _//  /_\  \   Y   /|   | |    |   /   |   |
                                    \    \_\  \    |   Y    |    \     / |   | |    |   \____   |
                                     \______  /____|_  |____|__  /\___/  |___| |____|   / ______|
                                            \/       \/        \/                       \/YOUR COMMUNITY FOR DEMO CODING



EDIT: Oops -- had to really reduce the font size to stop it looking garbled (thought teletype might've taken care of that). Hope it fits on your screen!
#18
You always have the option of diving straight into Xbox360 development by using the XNA framework under C# with Visual Studio Express. Free downloads from Microsoft, all (although there's a yearly subscription fee for accessing the XNA user stuff on 360, but you could always develop for Windows with XNA first to see if you even like it). C# is object oriented also and more 'managed' (it's less prone to letting you *really* screw up) than C++ although less of an industry standard for anything other than tools I understand.
#19
Nice find -- lovin' that Black Reign scroller!
#20
I thought to try something similar in B3D some time ago. I got some speed by rendering a texture from the lens' point of view, but the effect is less pronounced as-is. Still, if we're covering all the bases...


Graphics3D 800,600,0,0
SetBuffer BackBuffer()

cam=CreateCamera()
PositionEntity cam,0,0,-8

light=CreateLight(2)
PositionEntity light,15,40,-28
LightRange light,240

room=CreateCube()
ScaleEntity room,10,10,10
PositionEntity room,0,5,0
FlipMesh room
EntityFX room,1

fixture=CreateCube(room)
ScaleEntity fixture,.1,.1,.1
PositionEntity fixture,.5,-.5,-.2
EntityColor fixture,100,100,200

fixture2=CreateCube(room)
ScaleEntity fixture2,.1,.1,.1
PositionEntity fixture2,0,-.5,.5
EntityColor fixture2,100,200,100

fixture3=CreateCube(room)
ScaleEntity fixture3,.1,.1,.1
PositionEntity fixture3,-.5,-.5,-.2
EntityColor fixture3,200,100,100

roomTex=CreateTexture(32,32,256)
SetBuffer TextureBuffer(roomTex)
Color 200,100,100 : Rect 0,0,32,32,True
Color 100,200,100 : Rect 0,0,16,16,True : Rect 16,16,16,16,True
SetBuffer BackBuffer()
ScaleTexture roomTex,.1,.1
EntityTexture room,roomTex

sphere=CreateSphere(32)
sphereTex=CreateTexture(256,256,256+64)
EntityTexture sphere,sphereTex
EntityShininess sphere,.1

sineBase#=0.0

While Not KeyDown(1)
;movement
PositionEntity sphere,0+Sin(sineBase),0,0
sineBase=sineBase+1.0
If sineBase>360 Then sineBase=sineBase-360

TurnEntity room,0,.1,0

;render sphere texture
PositionEntity cam,EntityX(sphere),EntityY(sphere),EntityZ(sphere)
CameraViewport cam,0,0,256,256
CameraZoom cam,4
RenderWorld
CopyRect 0,0,256,256,0,0,BackBuffer(),TextureBuffer(sphereTex)

;render scene
PositionEntity cam,0,0,-8
CameraViewport cam,0,0,800,600
CameraZoom cam,1.4
RenderWorld

Flip
Wend