Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
Other Calculators
»
Axe Avalanche 1.0
« previous
next »
Print
Pages: [
1
]
Go Down
Author
Topic: Axe Avalanche 1.0 (Read 3356 times)
0 Members and 1 Guest are viewing this topic.
c.sprinkle
LV5
Advanced (Next: 300)
Posts: 221
Rating: +23/-1
There ain't no rest for the wicked? True indeed.
Axe Avalanche 1.0
«
on:
January 10, 2011, 10:18:03 pm »
Axe Avalanche 1.0
http://www.omnimaga.org/index.php?action=downloads;sa=view;down=618
Fun, simple Avalanche clone in Axe. Completely bug-free.
Have fun, and avoid the falling rocks.
Logged
+1/-0 karm for this message
TiCalc Profile
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Axe Avalanche 1.0
«
Reply #1 on:
January 11, 2011, 04:31:17 pm »
Hmm collision detection bugs?
Logged
yunhua98
You won't this read sentence right.
LV11
Super Veteran (Next: 3000)
Posts: 2718
Rating: +214/-12
Go take a dive in the River Lethe.
Re: Axe Avalanche 1.0
«
Reply #2 on:
January 11, 2011, 04:33:58 pm »
I think he only checks the pixels right above the sprite, right?
Logged
Spoiler
For
=====My Projects=====
:
Minor setback due to code messing up. On hold for Contest.
<hr>
On hold for Contest.
Spoiler
For
===Staff Memberships===
:
Have you seen any good news-worthy programs/events? If so, PM me with an article to be included in the next issue of
CGPN!
The Game is only a demo, the code that allows one to win hasn't been done.
To paraphrase Oedipus, Hamlet, Lear, and all those guys, "I wish I had known this some time ago."
Signature Last Updated: 12/26/11
<hr>
Munchor
LV13
Extreme Addict (Next: 9001)
Posts: 6199
Rating: +295/-121
Code Recycler
Re: Axe Avalanche 1.0
«
Reply #3 on:
January 11, 2011, 04:35:14 pm »
Quote from: DJ Omnimaga on January 11, 2011, 04:31:17 pm
Hmm collision detection bugs?
Maybe he has a pxl-test only for pixels above it. Make pxl-tests for all sides.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Axe Avalanche 1.0
«
Reply #4 on:
January 11, 2011, 04:36:52 pm »
Seems like so. Also I noticed it only seems to check the top left corner, because I can move 7 pixels in below a rock, not move and I'll not die. If I do it from the left side of the rock, if I move one single pixel in, I die.
Logged
c.sprinkle
LV5
Advanced (Next: 300)
Posts: 221
Rating: +23/-1
There ain't no rest for the wicked? True indeed.
Re: Axe Avalanche 1.0
«
Reply #5 on:
January 11, 2011, 04:58:15 pm »
Fixed it. I crashed my calc and had to use my backup, which wasn't the final version. Here we go:
Logged
TiCalc Profile
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
Re: Axe Avalanche 1.0
«
Reply #6 on:
January 12, 2011, 11:35:34 pm »
Cool, I'll try the new one soon.
Logged
Print
Pages: [
1
]
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
Other Calculators
»
Axe Avalanche 1.0