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Messages - Builderboy

Pages: 1 ... 36 37 [38] 39 40 ... 375
556
The Axe Parser Project / Re: Features Wishlist
« on: December 17, 2011, 06:29:03 pm »
What about support for the crystal timers?
Sounds like an excellent candidate for an Axiom ^^

557
TI Z80 / Re: Tag 2
« on: December 17, 2011, 03:07:54 pm »
How are you storing the data for the lights?

558
TI Z80 / Re: Tag 2
« on: December 17, 2011, 02:57:54 am »
Absolutely beautiful!  Just make sure the grey scale is perfectly smooth though, since it constitutes all of your background :P Gotta love the lights to signify buttons and connections.  I assume that is built into the map somehow?  Can the lights cross empty space?  Are you worried about levels with many buttons getting a bit crowded?

559
The Axe Parser Project / Re: Features Wishlist
« on: December 15, 2011, 07:47:50 pm »
idk if it's possible or not, but can you add a "hittest" for object-object(sprites)?

That's already super simple to do with Axe, there really isn't any reason to make a specific function to do the math for you.

560
Axe / Re: Axe Q&A
« on: December 15, 2011, 05:53:17 pm »
You entered the data into your calculator, you should know :P I do believe it amounts to 74 bytes though

561
Axe / Re: Axe Q&A
« on: December 15, 2011, 04:37:03 am »
Is there to do this, but with bitmaps?
[...]->Pic1
[...]
[...]
Pt-On(A,B,Z*8+Pic1)

Just replace the 8 with the size of the bitmap data in bytes

562
The Axe Parser Project / Re: Features Wishlist
« on: December 13, 2011, 07:44:53 pm »
Yays :D You might as well make the program selection menu graphscreen and small font while you're at it :]

563
Axe / Re: Axe Q&A
« on: December 13, 2011, 07:05:06 pm »
Does that mean I have to count aalll the numbers? :P D:

If the program returns a string just do Length(String)

564
Axe / Re: Axe Q&A
« on: December 13, 2011, 07:02:55 pm »
How many bytes of data did the program give you?

565
Axe / Re: Axe Q&A
« on: December 13, 2011, 06:53:51 pm »
Is your sprite 36 by 36?  How many bytes of data did the program give you? 

566
Axe / Re: Axe Q&A
« on: December 13, 2011, 06:27:08 pm »
Oh whoops didn't see there was another page XD But yeah, you can have named constants but not named variables, unless you use a constant as a pointer to a variable o.O
Ahem...
Code: [Select]
°A-2→°MYVAR
5→MYVAR
MYVAR++
MYVAR*13→MYVAR
Disp MYVAR▸Dec,i .Prints 78

Woah  O.O When did this happen?  It doesn't look like it's in the commands list either.

567
Miscellaneous / Re: Random Project. Come join in.
« on: December 13, 2011, 06:16:01 pm »
So currently the program will make you lose the game, wait for a keypress, then execute some hex, then get in a loop with a syntax error and tell you that you explode when you press 2nd :P

568
Miscellaneous / Re: Random Project. Come join in.
« on: December 13, 2011, 06:04:19 pm »
This would probably progress faster if people didn't introduce syntax errors and intentionally sabotage the program  ::)

:.A
:Asm(C9C7
:GetCalc("appvOMNIMAGA",1337)→Pic666
:Repeat Getkey(15)
:Bitmap(X,Y,Pic666)
:Displaygraph
:
:End

I also recommend you use color to specify what you may have added or removed in a revision to increase ease of reading.  

569
Axe / Re: Axe Q&A
« on: December 13, 2011, 05:59:33 pm »
Oh whoops didn't see there was another page XD But yeah, you can have named constants but not named variables, unless you use a constant as a pointer to a variable o.O

570
Axe / Re: Axe Q&A
« on: December 13, 2011, 05:52:13 pm »
By replacing the Pic1, you can store the pointer into a variable, just make sure to keep track of it!

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