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Messages - Builderboy

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811
Gaming Discussion / Re: zelda v.s. pokemon
« on: October 30, 2011, 03:29:13 pm »
For the win! :D

812
Gaming Discussion / Re: zelda v.s. pokemon
« on: October 30, 2011, 02:57:56 pm »
Zelda ftw ^^

813
Axe / Re: Axe Q&A
« on: October 30, 2011, 02:54:37 pm »
I attached it below  :)


Ah this looks like a bug with Axe's peephole optimizer!  Dang it, here I was telling you to upgrade and it's not even a stable build x.x In the meantime, instead of selecting your program by pressing enter, press the Zoom button instead, and everything should work like it normally does.  

814
Axe / Re: Axe Q&A
« on: October 30, 2011, 06:00:55 am »
Hmm strange, could you post the source as an 8xp file so I can test in in wabbit myself?  There definitely are some interesting things going on here.

815
Humour and Jokes / Re: Dilbert: "We could only program with 0s"
« on: October 30, 2011, 12:44:55 am »
Indeed, it is impossible to program using *only* 0's without using something like grouping.  This however adds in more information than just the 0's themselves provide, so you are not using *only* 0's

816
Axe / Re: Collisions...again
« on: October 30, 2011, 12:43:15 am »
Ah, you are falling into a common trap by assuming Axe does calculations in the normal order, where in fact it does them left to right.  The expression 42<Y<58 will *not* return true if Y is between 42 and 58 because 42<Y is evaluated first to either 1 or 0, and then that value is tested against 58.  As you can see, this expression will always return true!  Adding in some parenthesis will definitely help here :)

817
Axe / Re: Axe Q&A
« on: October 29, 2011, 07:51:09 pm »
The only difference is 1.0.5 has more features, everything should be backwards compatible o.O What kind of 'weird things' happen?

818
Axe / Re: Collisions...again
« on: October 29, 2011, 07:50:33 pm »
But non moving objects never move, why would they need to collide with anything?

819
Axe / Re: Axe Q&A
« on: October 29, 2011, 07:19:56 pm »
Oh really?  Try upgrading to 1.0.5 first, maybe that will help fix some things and then we can go from there

820
Axe / Re: Axe Q&A
« on: October 29, 2011, 07:14:48 pm »
I think the first line GetCalc(Name,Y1) returns 0 if the file does not exist, OR if the file is in RAM.  This may not be true though, it doesn't specify in the documentation D: Try archiving the file and see if it works

EDIT: nevermind, it should return true whether or not it is archived or not.  What version of Axe are you using?

821
Axe / Re: Collisions...again
« on: October 29, 2011, 05:55:00 pm »
I'm a bit confused by your question, you are having trouble with collisions for non moving objects? O.o

822
Axe / Re: Axe Q&A
« on: October 29, 2011, 05:51:00 pm »
Oh, that would do it XD Those are very very different, because Axe does its math from left to right and IGNORES pemdas!  So the first did (Pic1+G)*8, while the second does ( G*8 )+Pic1

823
Axe / Re: Axe Q&A
« on: October 29, 2011, 05:26:16 pm »
Could you post how you implemented it?  

EDIT: Yay :) There might be some other part of your code that is intermittently messing with your graphics it would seem o.O

824
Axe / Re: Axe Q&A
« on: October 29, 2011, 04:54:09 pm »
You mean a 12x8 grid right?  The answer is X=N^12  Y=N/12  where N is your number in the list.  Also for future reference, what you are describing is a simple tilemap :)

825
Axe / Re: Axe Q&A
« on: October 29, 2011, 03:59:17 pm »
Oh now that I think about it, Axe might have included the old syntax as well for 100% backwards compatibility :D

It also added peephole optimization, which is what makes compiling slower.  To disable this, just press Zoom instead of enter to compile a program.

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