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TI-BASIC / Convert list to string?
« on: December 25, 2011, 12:54:52 pm »
Is it possible to convert a list to a string in TIBASIC?
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TI-BASIC / Convert list to string?« on: December 25, 2011, 12:54:52 pm »
Is it possible to convert a list to a string in TIBASIC?
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Axe / Axe Space Questions« on: December 02, 2011, 05:09:06 pm »
How much space does a string take? Can you change the amount of space by adding extra spaces at the end? e.g. "STUFF "->Str1
What about a pointer to a string? Or a decimal number? 4
Axe / Inventory System« on: November 18, 2011, 05:56:49 pm »
How would one design an inventory system in axe? I want to be able to easily add and change items and I want each item to have a name, description, type, and 8x8 sprite. I don't want to just use a lot of if loops.
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Axe / Multiplayer in Axe?« on: November 11, 2011, 07:17:51 am »
Is it possible to have multiplayer via the link cable thing in Axe. If so, can someone give me a general idea of how or refer me to a tutorial?
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TI Z80 / Snake and Copter« on: November 09, 2011, 08:30:07 pm »
Here are two simple arcade games I made in Axe this week at school. They're completely finished, and I won't be changing anything.
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Axe / Tilemap Collisions« on: November 02, 2011, 07:26:01 pm »
How do you create exact tilemap collisions in Axe? My routine to access the value of a tile divides x and y by 4, which is the size of each tile, but means that there is only a collision if it overlaps on the right or is exactly aligned. It does not register collisions on the left. How can I register a collision on any overlap?
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Axe / Array help« on: November 02, 2011, 07:12:48 pm »
I'm trying to learn arrays. I read Deep Thought's tutorial and I kind of understand them, but why doesn't this work?
Code: [Select] .ARRAY And when exactly do you use the {} brackets? 9
I'm making a platformer to try out my new found tilemapping skills. You can switch between two parallel two dimensional worlds You can't jump. So far there are ladders, switches, spikes, and gates. The other things are portals, as this is a level before you can switch on your own, but you actually can right now. Left and right move, up and down climb ladders, and 2nd switches.
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Axe / Dynamic Tilemapping Elements« on: October 22, 2011, 08:56:04 pm »
I am making a game with switches and gates and I need to be able to change some elements in a tilemap. I tried storing it to a normal value(A-Z), but it saves the changes to the program on exit, so the gate disappears permanently. How can I add dynamic elements to a tilemap?
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Other Calculators / BounceDown« on: October 19, 2011, 07:40:58 pm »
BounceDown
http://www.omnimaga.org/index.php?action=downloads;sa=view;down=721 BOUNCEDOWN README by collechess This is a simple Ti83+,Ti84+ Axe port of the original java game by jagex. Gameplay You are a blob. Try not to get impaled on the spikes at the top of the screen or fall of the bottom. Good luck. Controls At the title screen, press 2nd to start, Del to reset the highscore, or Clear to exit. During the game, use the left and right arrow keys to move and Clear to exit. Once you lose, press 2nd to play again or Clear to exit. 12
Axe / Accessing a Tile in a Tilemap Question« on: October 10, 2011, 05:16:03 pm »
I have a routine for drawing a tilemap, and it works fine, but I need a way to access a specific tile. Everything works fine except for the fact that I don't know how to change the value to a byte and back to a nibble. Here is the code, r1 is y-position and r2 is x-position.
Code: [Select]
I want to be able to give one x and y value and return the value of that tile. 13
Two things
1. So I finally got around to updating Axe 1.05, and started cleaning up my calculator, and found these games I made over the last six months. Some of them you've probably already seen. 1a.Mirror Run-(MIRROR), source-AMIRROR, 2nd is start, Up and down move, Clear quits 1b.Runner(Canabalt clone)-(RUNNER), source-ARUNNERT, 2nd is start, up is jump, down is duck, Clear quits 1c.Falldown-(FALLDOWN), source-AFALLDOW, 2nd is start, Left and right move, Clear quits 1d.Bouncedown-(BOUNCEDN), source-ABOUNCE, 2nd is start, Del is delete highscore, Clear is quit, Left and Right move 1e.Slide-(SLIDE), source- ASLIDE, levels are GDB1-(1)0, 2nd to start, Del to kill yourself, Mode to show instructions, Arrow keys move, Clear quits, and yes I know the levels suck, I didn't really make any, I just kind of randomly placed tiles. 2. I have decided to make a decent game this time, and to finish it. The main idea is your this guy, in the future, and you shoot lots of stuff in a topdown perspective. Here's the epic intro for the not so epic game: Krillian Intro The year is 221. The age of technology and innovation is long gone. Humans have regressed into barbarians, abandoning currency, government, art, and science, but keeping the superior weaponry of the past. Earth is plagued with massive civil wars of all shapes and sizes. Few retain the intelligence mankind was once known for. Those few cannot innovate like they used to. Instead, in order to survive, they must use their sheer intelligence and cunning to prevent further bloodshed. You are one of the few. You are Krillian. So far I have most movement and a little bit of the machine gun done. Arrow keys move, Clr quits, Numpad shoots. I'm having some problems though. A.When you press a lot of shoot buttons it shoots in the opposite direction too. B.Downleft(1) shooting deosn't work. I'm attaching a screenshot, the source.zip, and the actual game. 14
TI Z80 / Bouncedown« on: September 18, 2011, 07:14:30 pm »
After being inactive pretty much the whole summer, I have decided to port the java game Bouncedown. The screenie shows whats finished so far.
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Axe / Restart Game« on: September 11, 2011, 02:25:51 pm »
In the second Axe game I made, I let the user restart the game inside the program. However, I lost the newer version of that program, and I forgot how I did it. So my question is, how can you get a program to restart the game loop without making the whole game loop inside a repeat loop or subroutine.
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