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Gaming Discussion / Re: zelda v.s. pokemon
« on: October 30, 2011, 03:29:13 pm »
For the win!
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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 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.
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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
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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
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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?
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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?
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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
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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 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
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Axe / Re: Axe Q&A« on: October 29, 2011, 05:51:00 pm »
Oh, that would do it 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
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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
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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
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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