I’m not sure how it works. On the one hand, I’ve been testing this, and it seems to be working. On the other hand, this seems to be an unsafe function.
It’s a lot of work. This is a completely new thing for me, and since I’m not a die-hard-hearted gamer, I’m not sure how I can make it work.
So far, so good. LiquidTWI is a game that uses a “liquid” method of calculating the speed of a character’s movement or attacks. For example, you could be running in a game that uses 1 pixel per frame to represent the speed of movement or attacks.
So far, I am not sure how Im going to make this work. Although it seems to be working, it can still be a bit unsafe, because it is still a floating point number. I also wonder if the function was created just for testing purposes. So far I know that the function will work fine, but Im still not 100% sure.
We have a new method of calculating the animation speed that makes it a bit safer. However, its effect is to make the speed of the animation more unpredictable.
I don’t think we’ll just have one function that will do everything. We’ll probably have different functions for different speeds and different effects. I think the best solution would be to use the function to set the cursor position, and then use one of the other methods to get the final speed.
This is one of the changes we made to handle this situation better. We would call the function setcursor(a_position,a_speed) the first time we called the function, and then once it’s called again setcursor(a_position, a_speed+0x1c). This way, if we get the animation to get stuck we can’t get the cursor back to the same position.
This is one of the main issues that people are having with our new code (and of course, the previous code as well). We found that the cursor position was being saved as an unsigned char, which is a big deal for us. There are many ways to convert an unsigned char into a hexadecimal value, but the simplest one for the situation at hand would be to use one of the two methods we added.