This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Aichi
Pages: 1 ... 12 13 [14] 15 16 ... 20
196
« on: November 08, 2010, 02:57:35 pm »
Lookin' great Aichi.
Will the main character move around the map or will he remain in the center of the screen while the map moves underneath him (like in Ultima V)?
The virtual camera and the characters position changes. The character that you can see on the screenie is one of much characters that you control at the same time, so you cant control a character with the arrow keys, but you control a cursor with it. You can move the coursor around the map and point on characters to do something with this character. Do you know Fire Emblem? You find a gameplay video in my signature.
197
« on: November 08, 2010, 02:26:23 pm »
Update!- Smooth Grayscale while no key is pressed - All Tiles are 4Lv Grayscale now, what is looking pretty nice. Also, I read some stuff about Fire Emblem and planned a lot. Here is the current character structure. It would be nice, if you suggest additional properties.
Wow, that's a lot of properties to record. Is this going to be an app? If it isn't, I can't see how you'll stay under the 8kb limit if you're using If: statements to register the properties.
It's looking great though.
There will be ~25 Characters having this structure, So it is just 975 bytes for the characters. This data is stored in a external program. If I get trouble with the data size, I would use multiple programs.
198
« on: November 08, 2010, 11:40:35 am »
Nice
ANy luck fixing the slow grayscale by the way?
I have not done so yet. Anyway, I am not sure wether I want to make the GS constant. I pretty like the "animated grayscale" that fills out the interface box.
199
« on: November 08, 2010, 08:07:28 am »
A Title Screen was also added, working. The About and Help: Working.
Ah nice. I am curious about how it looks like. Also, I comment the things you want to add. ^^ To add: *Turning Speed (Easy) - Yeah, it shouldnt be a problem. *Different Cars (Medium Difficulty) - I dont know how Quigibo designed the collision system. Maybe another car sprite could crash by itself. Anyway yes, medium difficultly. *Making the user go back to the title screen when the game ends (Medium Difficulty) - Its very easy. *Adding difficulty levels (Hard) - Do you mean you remove the random street system and use particular routes instead of it? As you think, this would be hard for you. *Adding an inverted mode, where you drive the car outside the track and if you enter the track you lose (ah, this looks promising) (Expert Level) - It would be very easy, would it? Its no problem if Quigibo used a pixeltest collision, cause then you just have to use DrawInv.
200
« on: November 07, 2010, 06:06:54 pm »
Okay, here is a little update: The interface shows basic infos about the selected character and I moved the data from the app to an external program. Also, I read some stuff about Fire Emblem and planned a lot. Here is the current character structure. It would be nice, if you suggest additional properties. Character Structure +000 - Level +001 - Experience +002 - Experience Max +003 - Status ( 0 = Not avaible/dead; 1 = In the base; 2 = On the map; 3 = Able to move) +004 - Position X +005 - Position Y +006 - HP +007 - HP Max +008 - Item 1 Number +009 - Item 1 Property +010 - Item 2 Number +011 - Item 2 Property +012 - Item 3 Number +013 - Item 3 Property +014 - Item 4 Number +015 - Item 4 Property +016 - Item 5 Number +017 - Item 5 Property +018 - Current Weapon +019 - Nimbleness (How far he can walk per round) +020 - Class +021 - ATK +022 - M ATK +023 - DEF +024 - M DEF +025 - Speed +026 - Weapon 1 Class +027 - Weapon 1 Rank +028 - Weapon 1 Exp +029 - Weapon 2 Class +030 - Weapon 2 Rank +031 - Weapon 2 Exp +032 - Change Counter (For Laguz') +033 - Change Counter Max +034 - Change - When he is transforming +035 - Poisoned +036 - Sleeping +037 - Tile Link +038 - Weight
201
« on: November 07, 2010, 05:22:12 pm »
Oh my god, this looks so fantastic! Cant wait for a release.
202
« on: November 07, 2010, 04:58:22 pm »
Nice work. I pretty like the dog sprite (I hope it should be a dog ) Btw, you worked 7 hours on it, really? o.o' Also: The Pause argument is a word, it can hold any number <65536. So 'Pause 39996' would be also possible. ^^
203
« on: November 07, 2010, 03:37:35 pm »
743: You programed so much Axe that you calculate math tasks from left to right, also if there are multiplications.
204
« on: November 07, 2010, 02:18:26 pm »
:.(GAMENAME) :Lbl 1 :ClrHome :ClrDraw :Text(0,0,"TITLE :Text(10,0,"1:Play :Text(20,0,"2:About :Text(30,0,"3:Help :Text(40,0,"4:Quit :Repeat getKey->Z :End :If Z = 26 :ClrHome :Disp "BY DAVID :Repeat getKey :End :Goto 1 :End :If Z=18 :ClrHome :Disp "Help" :Repeat getKey :End :Goto 1 :End :If Z=35 :ClrHome :Disp "Quit Program Code :Repeat getKey :End :Goto 1 :End :If Z=34 // CODE FOR THE GAME :End
Gives me no errors, but the menu opens white and then when I press any key, the screen appears for a mili second and disappears again
Put the End (this one after the Repeat start) into the last line. Edit: After the repeat getkey->z
205
« on: November 07, 2010, 02:09:03 pm »
[2ND] [ 0] [T] [Up] [Up] - Token
Edit @ aeTIos: If someone go to the help menu for example, by pressing 1. Repeat getkey (This one in the help menu) will be true via the key 1, which is still pressed.
206
« on: November 07, 2010, 02:02:12 pm »
as it was said here already two times.
I don't see where it was said
There are some mentions on page 1, for example from you. Also, sorry if this part of my post was impolite. <.< Edit @ aeTIos: Hm, I think it has to be Repeat->Variable, else the previous keypress would not be ignored. Edit²: I mean Repeat getkey->Variable of course.
207
« on: November 07, 2010, 01:54:01 pm »
:ClrHome :ClrDraw :Text(0,0,"TITLE :Text(10,0,"1:Play :Text(20,0,"2:About :Text(30,0,"3:Help :Text(40,0,"4:Quit :Repeat getKey->Z :If Z = 26 :Disp "BY DAVID End :If Z=18 :Disp "Help" sub(PAU) :End :If Z=35 :Disp "Quit Program Code sub(PAU) :End :If Z=34 // CODE FOR THE GAME sub(PAU) :End
Lbl PAU Repeat getkey->A End Return
208
« on: November 07, 2010, 01:45:26 pm »
You should put the key test in a loop, as it was said here already two times.
209
« on: November 07, 2010, 01:28:25 pm »
@Scoutdavid Did you tried to press PRGM while Axe output the error?
210
« on: November 07, 2010, 01:23:53 pm »
Probably there are too much Ends in the code. The number of Ifs/Repeats and the number of Ends should be the same.
Pages: 1 ... 12 13 [14] 15 16 ... 20
|