Ok, I've been getting bad flash errors something like 4 times a day. I'd just quit axe, run some asm program (from flash, using zStart) and try to compile again and it would work
Also, I've had a few problems with the instant goto. I'd get err:parenthesis and goto. Editing is fine, but once I quit some program or another will sometimes have an edited name (ie one time the archived program "SDOTRUN2" became SDOTRUâ–º2"). thepenguin's archive cleaner fixes it, btw, but it's still kind of concerning..
So there's now threefive under 9000 different weapons, as well as more planned. This is what I've thought of so far.
Complete:
Spoiler For Hurricane:
Pretty much your normal machine gun. Shoots pretty fast, moderate damage per hit.
Spoiler For Bouncer:
Slow-moving projectiles that bounce around the map until they hit a target (for the time being, that's you). Upon contact it explodes, flinging the unfortunate victim a distance. Slow fire rate, not much damage (main feature is the explosion ). Has large damage, due to how slow-moving it is. This should make *some* incentive to use it..
Spoiler For Plasma Gun:
Shoots somewhat fast-moving globs of plasma. Better description pending... Pretty fast fire rate, and considerable damage.
Spoiler For Pixel Fury:
Shoots a constant stream of pixels. Fastest fire rate possible, fastest speed possible. Minimal damage, since there's so many pelting toward the enemy at once. Might be removed, due to its tendency to slow the game down. Edit (4/5/12): s/Pixel Fury/Thermite ?
Spoiler For Blitz Cannon:
Somewhat like a cannon from WWI, except handheld and without the ball. Run up to the other guy and give it a go (or point down, the backfire is huge). Takes a while to reload, but deals great damage. (Note, must be airborne to have backfire up/down, due to how the engine is put together. I'm working on that.)
Spoiler For Grenade:
Pretty much what it says. Might do fireworks instead (which upon explosion send projectiles in random directions), or a frag grenade. Too many bugs, and more trouble than it's worth :\
Spoiler For Flamethrower:
feasible. Not much more to say, other than moderate range and undecided damage.
Spoiler For Minigun:
Idea from SCB...think pixel fury with plasma shots and a huge spray. In the actual game will prolly be earned somehow, way to powerful for a starting weapon (or maybe it's "lost" or something after the first level, and you're left with just the hurricane? idk)
Spoiler For Jetpack:
Fly around. Maybe the smoky stuff that shoots out will cause damage somehow, as some sort of flamethrower? Probably earned, or found, or stolen from a defeated boss (read:earned) or something.
Thinking about:
Spoiler For Land Mine:
Or some other sort of mine. If you've ever played Interactive Buddy, something like that. Basically they're just lumps of metal until they touch the surface, be it floor, ceiling or wall; then once it hits a surface it affixes and becomes a touch-sensitive mine. Fun stuff. I'll proly have to do two types for this, but I might be able to get away with using a stationary Plasma Shot for a "mine"? idk
Spoiler For Sniper:
Move scope around screen (with shaking according to jumping running etc), 2nd or something to shoot. Vary fast-moving stream of projectiles, which hopefully seem to blur into one bullet thing. Firerate something like the blitz cannon, probably slower. Great damage. Possibly earned by defeating boss armed with one.
Spoiler For Lazar:
It would have to be earned somehow* or have minimal damage. Would prolly have some charging method. *boss battle
Maybe?:
Spoiler For Sword:
Some things never get old...this is one of them. I'm not sure if I'll put this in or not, but it might work well LoZ-style or something. Firerate n/a, moderate damage.
Spoiler For Ricochet:
Much like the Bouncer, but fast-moving. Very slow fire rate, say one projectile every 200 frames.
Spoiler For Nethapult:
Incendiary lobsters...?
Spoiler For Bubble Rage:
An incredibly deadly bubble blower. Like, very deadly. (yeah I need to work on this one a bit )
Groups are readable in axe, it's 2nd+9 (like 2nd+8 is appv, 2nd+9 is grp) The Axe docs don't say how groups are formatted, but iirc it tells you to look in the "TI-Developer's Guide" for help on that.
Got it to work over last night, with help from runer and leafy in the etherpad (Turns out it was just the loops needing the offset, the copy() in gside was fine )
Also updated the pad. Was able to completely re-do gshoot so it now works while an arrow key is being held (it didn't before, b/c getkey?# was used) WAT03 is executable, source is zipped.
I'm starting to think up some plans for this...maybe a remake of the old Duel on the side.. The AI thread was for this project, I might be bumping that sometime soon.
First things first, tho, I've put in a limit to how many bullets could be out at a time (also limited the fire rate, it's now half of the rate in this screenie ), but it whould be kind of hard to top ~75 bullets at once.. Soon to come is the platformer aspect, actual gravity and maps and such.
EDIT I've been thinking of an alternate title.. how does "Essence" sound?
I've been saying for a while that I'd make a physics platformer shmup. Well, I've finally gotten it off the ground, and figured it's about time to make a thread for it.
As of now the only thing that works properly is the movement engine (and that to an extent)
When any of the fire keys (keys forming a square around [apps]) are pressed the program crashes soon after, I think that's b/c of a list being written to wrong, making zero items to 65535 and causing random spots in mem being written to..
Anyway, a screenie showing the somewhat-complete movement engine and the character's running animation. Also I attached the source, in case anyone wants to test it. There's an etherpad showing the source: http://piratepad.net/gSHUMP
Attached things..prgmWAT is the compiled program, other three are source. (select prgmSGSHUMP in compile menu) Made with Axe 1.0.3.
EDIT: re-uploaded compiled prog, something was left out
I'm still having troubles with the label menu...only things installed are Axe, omnicalc thru zStart, and zStart itself.
Running archived source program from homescreen then opening up the label menu starts it, then when you go to scroll around it does fun stuff (noting that opening it from the edit menu does not glitch)
Idk if it's repeatable, I'll see if I can make it happen again. (iirc I hit the button like 10 times in a second or something )
Are you editing the game or something atm btw? It seems to be running slower now...just to take two steps takes about a whole second..even immediately after restart (both control layouts act as such)
EDIT: also can you describe the various options somewhere?
btw it started randomly slowing down at one part. Using WASD to move I went into the room with the 1-wire things, and after a bit in there WASD hardly worked anymore (tho the arrow keys were fine). Resetting via the button on the bottom didn't fix it..