Author Topic: Tilemapping in axe?  (Read 2390 times)

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Offline Piguy-3.14

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Tilemapping in axe?
« on: June 08, 2013, 02:31:09 pm »
Hey Omnimaga, I am working on implementing tilemapps into my game(Picraft 2) but am unsure how to do so. I've tried every tutorial, but none seem to work. If you know a good code for tilemapping(platform) then please share it with me or give me some tips on how I could, as I am lost.

Offline Runer112

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Re: Tilemapping in axe?
« Reply #1 on: June 08, 2013, 02:35:05 pm »
Have you tried this tutorial? It's probably the most straightforward Axe tilemapping tutorial available, and it starts out pretty simple with a non-scrolling 8*8 tilemap that fits the screen.

If you try it or have tried it and got stuck/confused at any part, tell us what part and what problem you're having and we'll help!


EDIT: I just noticed an error in that tutorial. In some places, it includes [0F0F0F0F0F0F0F0] as sprite data, but that's missing a hexadecimal digit; make it [0F0F0F0F0F0F0F0F].
« Last Edit: June 08, 2013, 04:19:54 pm by Runer112 »

Offline Piguy-3.14

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Re: Tilemapping in axe?
« Reply #2 on: June 08, 2013, 11:57:19 pm »
Ya I noticed that. Weird thing is; I copied this code TO THE VERY PERIOD and all it does is display a black screen, nothing else! I even fixed the bug and changed the code multiple times but for some reason all I get is a black screen!!! If you know why this is happening please tell me, as with as simple of a tutorial this is, it just does not work!

Offline Runer112

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Re: Tilemapping in axe?
« Reply #3 on: June 09, 2013, 12:17:41 am »
It works fine for me. I've attached the source programs to this post. The only changes I made were to fix that one sprite that was missing a hexadecimal digit and to remove the pauses, neither of which really alters the base program logic. Without the pauses, it's actually stupidly fast, but I love seeing Axe performing stupidly fast. :P
« Last Edit: June 09, 2013, 12:18:12 am by Runer112 »