Author Topic: thydowulays's Complete n00bs guide to Tilemapping in Axe  (Read 15448 times)

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Offline squidgetx

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Re: thydowulays's Complete n00bs guide to Tilemapping in Axe
« Reply #15 on: January 29, 2012, 10:27:06 pm »
I like this, it's very well explained
But to make it simpler,
When you use
Code: [Select]
If T
T--
Pt-On()
End
to check if the space is not a zero, you could instead delete that loop and instead define Pic1 as
Code: [Select]
[0000000000000000]->Pic1
[FFFFFFFFFFFFFFFF]
[F0F0F0F0F0F0F0F0]
so it's just
Code: [Select]
Pt-On():)

This works but it also changes the program slightly. The tilemap will move noticeably slower (well maybe not since you're not smoothscrolling) with this since it will be drawing a tile for every 8x8 juncture on the screen. Before, the tilemap would be drawn faster or slower depending on how many tiles are on screen. Both methods have their advantages/disadvantages- basically it's speed vs consistency.
could you attach a source code for this so I don't have to retype it into my calc?
You can copy it into Tokens or SourceCoder and export it that way :)
« Last Edit: January 29, 2012, 10:27:50 pm by squidgetx »

Offline thydowulays

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Re: thydowulays's Complete n00bs guide to Tilemapping in Axe
« Reply #16 on: January 29, 2012, 10:47:24 pm »
@saintrunner Yes I will do that first thing tomorrow morning!

EDIT:@squidgetx Okay, that makes perfect sense, although for n00bs like me, I'm going to keep the !If in the example. But I will be using this instead of !If from now on :)
« Last Edit: January 29, 2012, 10:49:31 pm by thydowulays »
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Re: thydowulays's Complete n00bs guide to Tilemapping in Axe
« Reply #17 on: January 29, 2012, 11:11:56 pm »
This works but it also changes the program slightly. The tilemap will move noticeably slower (well maybe not since you're not smoothscrolling) with this since it will be drawing a tile for every 8x8 juncture on the screen. Before, the tilemap would be drawn faster or slower depending on how many tiles are on screen. Both methods have their advantages/disadvantages- basically it's speed vs consistency.
Ah, okay, that makes sense.  That must have been the way I saw it at first, and it just stuck.
Thanks for explaining it :D

Offline animaaron

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Re: thydowulays's Complete n00bs guide to Tilemapping in Axe
« Reply #18 on: April 25, 2015, 05:20:18 pm »
The collision detection isn't working properly for me!!! :(

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Re: thydowulays's Complete n00bs guide to Tilemapping in Axe
« Reply #19 on: April 25, 2015, 06:10:37 pm »
What are you having problems with? What is your code?

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Offline animaaron

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Re: thydowulays's Complete n00bs guide to Tilemapping in Axe
« Reply #20 on: April 26, 2015, 08:39:03 am »
@Sorunome I have more than one tile I want to test for, so instead of writing !If ... I wrote
Code: [Select]
If getKey(1) and (sub(GT,X,Y+8)=0 or sub(GT,X,Y+8)=3)
Y+8->Y
Pause 500
End
And so on for the rest of the arrow keys

When I write this, my sprite doesn't move at all

Offline ben_g

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Re: thydowulays's Complete n00bs guide to Tilemapping in Axe
« Reply #21 on: April 26, 2015, 09:08:14 am »
Code: [Select]
If getKey(1) and (sub(GT,X,Y+8)=0 or sub(GT,X,Y+8)=3)
...
Axe doesn't know the order of operations, so it evaluates everything from left to right, meaning that it will check if key 1 is pressed and (sub(GT,X,Y+8)=0 or sub(GT,X,Y+8)) equals 3.
Try this instead:
Code: [Select]
If getKey(1) and (sub(GT,X,Y+8)=0 or (sub(GT,X,Y+8)=3))
Note the extra parentheses around the last conditional.
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