Author Topic: The Complete Guide to Effective Axe  (Read 50286 times)

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Offline Magic Banana

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Re: The Complete Guide to Effective Axe
« Reply #30 on: June 12, 2010, 10:15:02 pm »
Alright, here's my thoughts:

I like the format of it. It's got the intro, the commands and what they do, how to use them and some sample code that's commented on every line to explain what each line does. Very nice. I like how you explain the logic behind The Pt-On/Off so that people that used to use xlib and such can transition to how Axe does sprites.

The Table of Contents has tilemapping, so I'm guessing that you will also be going over making sprites as well as other things such as masking and making different size sprites. Looks good so far(from what I can tell). Once the full version comes out I'll be able to give more feedback and maybe some suggestions to anything else that the Axe beginner and intermediate alike can use to help them out.

That's all I got for now. Keep up the good work.
I do sprites and stuff, so yeah.

Quote from: yunhua98
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13

Offline DJ Omnimaga

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Re: The Complete Guide to Effective Axe
« Reply #31 on: June 13, 2010, 12:16:19 am »
Wow look nice. I like the design of it. Nice job so far.

Btw for half bytes, what I meant is that I can't figure out collision detections and stuff. I know what are actual half bytes ^^

I'll wait for the tutorial, though.

Offline Magic Banana

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Re: The Complete Guide to Effective Axe
« Reply #32 on: June 13, 2010, 12:23:07 am »
Yeah, I was talking about the same thing. Sorry if I wasn't clear about it. I can draw maps in half-byte but collision and smooth scrolling is the thing causing problems. Oh well,now  I've got time to work on some other things while I wait. :)
I do sprites and stuff, so yeah.

Quote from: yunhua98
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13

Offline willrandship

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Re: The Complete Guide to Effective Axe
« Reply #33 on: June 13, 2010, 12:26:51 am »
Axe tutorial....sounds awesome! Just how advanced will it get? 16-Level Greyscale? Zelda-style Tilemaps? Physics? I hope it goes pretty far, but even a beginner's tutorial will probably be very helpful.

 ;D ;D ;D ;D ;D


Offline Magic Banana

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Re: The Complete Guide to Effective Axe
« Reply #34 on: June 13, 2010, 12:32:57 am »
Well, from reading the sample he gave, he definitely has physics as one of the topics. From what i read, it covers beginner to intermediate techniques for the topic covered, but even that was unfinished. My guess is that after he releases it, it will be a kind of open source project where everyone can help out to improve it so that it can cover a vast amount of topics to help out anyone working with Axe.
I do sprites and stuff, so yeah.

Quote from: yunhua98
i'M NOT SURE WHAT A SWORD SKILL IS BUT HERE'S THE SWORD ANIMATION FROM THE TWO SPRITES ON PG 13

SirCmpwn

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Re: The Complete Guide to Effective Axe
« Reply #35 on: June 13, 2010, 09:15:55 am »
I like the format of it. It's got the intro, the commands and what they do, how to use them and some sample code that's commented on every line to explain what each line does. Very nice. I like how you explain the logic behind The Pt-On/Off so that people that used to use xlib and such can transition to how Axe does sprites.

Thanks for the feedback!

16-Level Greyscale?

No.

Zelda-style Tilemaps? Physics?

Yes and yes.  Animated smooth scrolling tilemaps are covered.

Also, just so you guys know, everywhere in the tutorial where something is referenced that is covered somewhere else has been converted to a hyperlink.  For example, in the grayscale section where the sample code says "[FFFFFFFFFFFFFFFF", clicking on it will take you to the hexadecimal and binary section.
« Last Edit: June 13, 2010, 09:16:23 am by Mr_Coding_Knight »

Offline ztrumpet

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Re: The Complete Guide to Effective Axe
« Reply #36 on: June 13, 2010, 10:33:14 am »
Nice job Sir!  Judging from the 24 downloads, this is going to be read a lot by many people.  Thanks Sir! ;D

Offline Galandros

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Re: The Complete Guide to Effective Axe
« Reply #37 on: June 13, 2010, 10:52:49 am »
I am impressed with the Axe Parser have enough attention for the real need of a guide with some more advanced code for Axe Parser.

It would be interesting to release in ticalc.
When I have a opportunity, I will read this and give my thoughts about it. I still need to check out the assembly guide by Hot Dog first. ^~
« Last Edit: June 13, 2010, 10:55:00 am by Galandros »
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Offline Hot_Dog

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Re: The Complete Guide to Effective Axe
« Reply #38 on: June 13, 2010, 11:49:15 am »
I am impressed with the Axe Parser have enough attention for the real need of a guide with some more advanced code for Axe Parser.

It would be interesting to release in ticalc.
When I have a opportunity, I will read this and give my thoughts about it. I still need to check out the assembly guide by Hot Dog first. ^~

Unless you're going to give my guide a quick glance, I'd suggest that you read through the Axe Guide first, it will be a much shorter use of your time in terms of giving your opinions, etc.
« Last Edit: June 13, 2010, 11:52:47 am by Hot_Dog »

Offline DJ Omnimaga

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Re: The Complete Guide to Effective Axe
« Reply #39 on: June 13, 2010, 12:54:41 pm »
Also, just so you guys know, everywhere in the tutorial where something is referenced that is covered somewhere else has been converted to a hyperlink.  For example, in the grayscale section where the sample code says "[FFFFFFFFFFFFFFFF", clicking on it will take you to the hexadecimal and binary section.
Good idea, this will be handy when we forget something fast, so we can quickly go back instead of having to search the entire guide (or re-read it again) to figure out again what something means. Btw will you also cover the possible techniques to use numbers larger than 65536?

SirCmpwn

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Re: The Complete Guide to Effective Axe
« Reply #40 on: June 13, 2010, 12:56:31 pm »
Btw will you also cover the possible techniques to use numbers larger than 65536?
Hmm, that's a good idea.  I should figure out a good way to do that.

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Re: The Complete Guide to Effective Axe
« Reply #41 on: June 13, 2010, 01:05:28 pm »
the main trick is for scores: you just need to add an additional 0 manually at the end and make sure it displays at the appropriate position depending of the amount of digits in the actual number.

There are other techniques too, which involves combining two variables, but it can be hard to understand

SirCmpwn

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Re: The Complete Guide to Effective Axe
« Reply #42 on: June 13, 2010, 01:56:58 pm »
Yeah, I will probably try to combine variables, just make a 32 bit number.

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Re: The Complete Guide to Effective Axe
« Reply #43 on: June 13, 2010, 01:59:23 pm »
Would 24 bit be easy to do? If so, then we could maybe use 3 pointers instead of using two variables of two bytes each. And 24 bit numbters goes pretty high anyway for everyone's needs

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Re: The Complete Guide to Effective Axe
« Reply #44 on: June 13, 2010, 02:00:10 pm »
I'm not sure I want to do that, seeing as 32 bit is more of a standard, and it will be pretty hard to work with, anyway.  I am supporting floating-point, though.
« Last Edit: June 13, 2010, 02:00:26 pm by SirCmpwn »