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Messages - C0deH4cker
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106
« on: December 02, 2011, 06:18:01 pm »
alright, will do. and i always keep all of my programs archived, i didnt know that axe wouldnt jump to the error if it was archived. thanks for the info.
EDIT: Does my code look good at all? i havent even started looking at optimization yet (except for the tilemapper, which uses nibbles). also, i rewrote a HUGE part of it since the last working state, so i dont know how well it will work, or even if it will.
107
« on: December 02, 2011, 06:08:12 pm »
alright, ill try it. Edit: it works, thanks! In case youre wondering, im making a game similar to grammer's graphjump with axe. It is more advanced, however, with 8-directional shooting that will destroy walls and more easily controllable left/right/jumping. ill release a demo soon. atm, the player (a pixel) starts at (1,1), jumps 5 pixels up, and can shoot one bullet at a time (it has to hit something in order for you to shoot again). controls are: left=left right=right up=jump numpad shoots: 7 8 9 4 * 6 1 2 3 Still have to work out some bugs though, like if you hold down up and shoot straight down, you jump off of the bullet
108
« on: December 02, 2011, 06:07:51 pm »
I have looked all throughout this program that i'm working on and cannot seem to find where the error is occurring. it says it happens 17% of the way through compilation. Can somebody help me?
Note: For some reason, if an error occurs and i press prgm, it doesnt take me to the error, but rather just exits axe.
prgmAAAA is the src, and prgmAAAADATA is the data (pics, maps).
109
« on: December 02, 2011, 06:00:08 pm »
like if from the homescreen you do a RecallPic or even just draw on the graph screen, when an axe program is run, it can use that data even without it being saved to a picture. Is this possible?
110
« on: December 02, 2011, 05:57:33 pm »
or just send the random number after it's generated.
111
« on: December 02, 2011, 05:40:21 pm »
I know that L6 is the main buffer (plotSScreen in asm), but i assume that it isnt the pointer to the graph screen data. How can i have an axe program (like graphjump or wormy in grammer) that can use the data from the graph screen?
112
« on: December 01, 2011, 11:23:50 pm »
Youre gonna have to do it all yourself. One thing you can do is once per frame, synchronize the variables between the calcs.
The first byte sent should be a length of transmission. Then, send the data byte by byte (remember, variables are 2 bytes) until all has been sent and received/parsed, then have the calcs stop sending/listening once the previously set length of bytes have been sent.
Quick example:
24->X 6787->Y Send(4) Send({°X}) Send({°X+1}) Send({°Y}) Send({°Y+1})
Thats for the sending (duh). You can implement the other end of it.
113
« on: December 01, 2011, 11:16:12 pm »
Yeah. It all depends on what he's intending.
114
« on: December 01, 2011, 11:11:41 pm »
BasicBuilder can turn basic progs into an app...
115
« on: November 30, 2011, 10:16:02 pm »
sounds good. cant wait
116
« on: November 29, 2011, 07:06:33 pm »
@Xeda: with those commands, it would be possible to create an interactive grammar interpreter (although impractical), right?
117
« on: November 29, 2011, 06:37:04 pm »
Are you planning on releasing the source code ever, or do you wish to keep it closed-sourced?
118
« on: November 28, 2011, 03:31:00 pm »
Any progress updates?
119
« on: November 24, 2011, 01:34:00 pm »
if homescreen cmds are run as a program in the form of #, then why cant you use, for example, While and For( ?
120
« on: November 23, 2011, 12:22:09 am »
This is the best way:
0->C For(A,0,7) C + pxl-test(X+A,Y+8)->C End If C .Player is standing Else .Player is in the air End
This will work in cases like this:
@ _||_ / \ # #
Where the pixels under the feet arent on but one under the player is.
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