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Axe Snake
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Topic: Axe Snake (Read 17134 times)
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Quigibo
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Re: Axe Snake
«
Reply #15 on:
June 16, 2010, 07:34:46 pm »
You shouldn't be using the normal getkey for games. Its slow and it returns funky stuff sometimes. That code should be:
Code:
[Select]
Pause 50
X+getKey(3)-getKey(2)->X
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___Axe_Parser___
Today the calculator, tomorrow the world!
ztrumpet
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Re: Axe Snake
«
Reply #16 on:
June 16, 2010, 07:39:40 pm »
I'm using it to get input for the user to type their name, so I don't want a lot of statements. I pretty much need getKey to use with my look up table.
Nemo, I'm using it the second way. Still no luck. =(
«
Last Edit: June 16, 2010, 09:39:49 pm by ztrumpet
»
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nemo
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Re: Axe Snake
«
Reply #17 on:
June 16, 2010, 07:43:08 pm »
quigibo, the BASIC way of getkey functions better for a menu. at least, for me it does. with yours it has the possibility of skipping an item. and if i increase the pause, my menu just looks like it's responding ridiculously slow.
sorry ztrumpet
i don't have anything else, except maybe quigibo's way will work. i suggest upping the pause to about 200-250 though, since 50 you have to deliberately try to not skip the middle item(s) in your menu
EDIT: offtopic, quigibo, are sine, cosine and the signed division routine really slow or did i accidentally put a delay in my program?
«
Last Edit: June 16, 2010, 07:46:51 pm by nemo
»
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Quigibo
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Re: Axe Snake
«
Reply #18 on:
June 16, 2010, 07:59:24 pm »
Yeah, I wasn't sure if this was for a menu or part of the game. Regular getkey is definitely good for menus.
Signed division is definitely the slowest of the 3. The reason the circle looks a little square-ish is that I'm using a very fast
approximation
of sine and cosine for performance reasons. Normally you don't notice it at all unless you draw the trail of the sprite.
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___Axe_Parser___
Today the calculator, tomorrow the world!
nemo
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Re: Axe Snake
«
Reply #19 on:
June 16, 2010, 08:05:10 pm »
alright. i'm only doing two signed divisions, two sines and two cosines and that section of my program is already as slow as the other which calls a subroutine 6 times for tilemap collision detection, and then has a volley of if statements to determine what to do. if there's any way to improve the signed division routine, that would be excellent. seeing as i don't even know what parsing actually does, i'm not exactly in a position to talk
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ztrumpet
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Re: Axe Snake
«
Reply #20 on:
June 16, 2010, 09:41:00 pm »
I've confirmed that adding
Output(6)
Disp B>Dec
right after the getKey always returns a zero.
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If I'm wrong, please correct me!
Unfinished Projects:
Elmgon
14%
Basic
Movement Demo
Homescreen Game Pack
80%
Basic
Latest Release
Cube Droid Saves the Galaxy
65%
Axe
Demo
Detonate
70%
Axe
Completed Projects:
Exodus
|
Midnight
|
Drifter
|
Axe Snake
|
Jump!
|
Factory Theta
|
Spider
|
Plot Drop
|
Papi Jump
|
Numb3rs
|
Nibbler
|
Boost
|
Duel Tile Map Editor
|
Homescreen Map Editor
|
Key Group Check
|
Oasis
Quigibo
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Re: Axe Snake
«
Reply #21 on:
June 17, 2010, 12:38:17 am »
You didn't disable intterupts did you? They are required for getkey.
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___Axe_Parser___
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DJ Omnimaga
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Re: Axe Snake
«
Reply #22 on:
June 17, 2010, 03:29:06 am »
interrupts? Do you mean we must do FnOn at the start of our programs to be able to use getkey() now?
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Quigibo
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Re: Axe Snake
«
Reply #23 on:
June 17, 2010, 03:36:05 am »
No, they're enabled by default. You just shouldn't call fnOff without enabling it again if you plan to use OS getkey
«
Last Edit: June 17, 2010, 03:36:41 am by Quigibo
»
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___Axe_Parser___
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DJ Omnimaga
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Re: Axe Snake
«
Reply #24 on:
June 17, 2010, 04:15:07 am »
Oh ok. By OS getkey you mean getkey without the (), right?
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Quigibo
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Re: Axe Snake
«
Reply #25 on:
June 17, 2010, 04:18:16 am »
Correct
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___Axe_Parser___
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ztrumpet
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Re: Axe Snake
«
Reply #26 on:
June 23, 2010, 10:50:40 am »
There are no FnOffs in the program.
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If I'm wrong, please correct me!
Unfinished Projects:
Elmgon
14%
Basic
Movement Demo
Homescreen Game Pack
80%
Basic
Latest Release
Cube Droid Saves the Galaxy
65%
Axe
Demo
Detonate
70%
Axe
Completed Projects:
Exodus
|
Midnight
|
Drifter
|
Axe Snake
|
Jump!
|
Factory Theta
|
Spider
|
Plot Drop
|
Papi Jump
|
Numb3rs
|
Nibbler
|
Boost
|
Duel Tile Map Editor
|
Homescreen Map Editor
|
Key Group Check
|
Oasis
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Axe Snake
«
Reply #27 on:
June 23, 2010, 11:22:53 am »
Could you maybe post your code via Quigibo PMs in case this might be a bug?
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ztrumpet
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Posts: 5712
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Re: Axe Snake
«
Reply #28 on:
June 23, 2010, 11:26:30 am »
The code's in the first post, in program form. To clarify, this is NOT a contest entry.
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If I'm wrong, please correct me!
Unfinished Projects:
Elmgon
14%
Basic
Movement Demo
Homescreen Game Pack
80%
Basic
Latest Release
Cube Droid Saves the Galaxy
65%
Axe
Demo
Detonate
70%
Axe
Completed Projects:
Exodus
|
Midnight
|
Drifter
|
Axe Snake
|
Jump!
|
Factory Theta
|
Spider
|
Plot Drop
|
Papi Jump
|
Numb3rs
|
Nibbler
|
Boost
|
Duel Tile Map Editor
|
Homescreen Map Editor
|
Key Group Check
|
Oasis
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Axe Snake
«
Reply #29 on:
June 23, 2010, 11:27:02 am »
Oh ok I thought this was the executable, I must have forgotten
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Axe Snake