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Messages - Darl181

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3076
Axe / Re: Full-Byte Tilemapping
« on: February 14, 2011, 12:03:35 am »
I'm assuming it's 5*5 tiles, and that symbol is L1.
Or whatever list you're using.

3077
Axe / Re: Full-Byte Tilemapping
« on: February 13, 2011, 11:49:10 pm »
Try putting in a dispgraph? (if the problem is it isn't showing anything)
It looks fine to me...
Hex pics are 8 bytes.  So, unless they're two-frame animated or something, it would be A*8+Pic1.

3078
TI Z80 / Re: Polarizer
« on: February 13, 2011, 11:46:51 pm »
And the pattern's different for different levels.

3079
TI Z80 / Re: Tio
« on: February 13, 2011, 04:35:35 pm »
Ok, thanks.

New tiles added: Conveyor belt tiles.  They act like ground tiles, but if you're on top of them you move left/right.
As for the water tiles, you kind of float around.  Think of the super mario 2.0 from way back.
Also, the level editor's gone through a GUI change.  Now, you press ALPHA to select a block.

Pending tile type is collapsing. clarification: The next type of tile I plan on adding are collapsing tiles.

Oh and the format has changed.  Now the bottom row is editable.  I'll add something to the source that automatically fixes it.
Just to confirm, look at the code below
Code: [Select]
"appvEXAMPLE"→Str1
GetCalc(Str1)→P
{P-2}r→A
.two-byte number
A is the size of the appvar, IIRC?

3080
Axe / Re: Axe Q&A
« on: February 13, 2011, 12:00:10 am »
Cool, this will help ;D
Thanks.

3081
Axe / Re: Axe Q&A
« on: February 12, 2011, 11:54:34 pm »
I've got one.  I was wondering if multiplying something by zero makes the product zero.
The idea is that something like 3*(B>C)+A→A would only increase A by 3 if B is greater than C, doing the same as If B>C:A+3→A:End .  Will this work? Also, would the parenthesis be necessary?
Another idea, does multiplying by -1 (negative 1) make the result the opposite?  Like, 6 * -1 = -6

3082
Miscellaneous / Re: Weird char(s)
« on: February 12, 2011, 11:00:29 pm »
There's a list with a ton of them. ☺ ░▒▓█  I swear, there were better websites though...
At one point, I made this whole tutorial for "making boxes with unicode" :P

3083
TI Z80 / Re: Tio
« on: February 12, 2011, 10:57:13 pm »
That is possible...I'll look into that.
* Darl181 is getting sprite ideas already

*A few hours later*
Okay, water's implemented completely.
Anything else?

Whoa, just noticed this project's only like a week old and it's already this far...I kind of like going at this speed ;D

3084
TI Z80 / Re: Tio
« on: February 12, 2011, 10:52:21 pm »
Ok, i'm open for requests as to what people would like to see added to Tio.  Keep it reasonable though please :P

3085
Miscellaneous / Re: What is your avatar?
« on: February 12, 2011, 06:20:05 pm »
There's a thread about signatures... :P

3086
TI Z80 / Re: Tio
« on: February 12, 2011, 05:45:09 pm »
Did that, works now ;D
It's about ready for release, just need to screenshot.

Changed the level format so the bottom row is editable, that's why the above was needed.

3087
TI Z80 / Re: Tio
« on: February 12, 2011, 01:13:03 pm »
So I moved it to just above the If Z just above the getKey(54) detection and it flew into the air, then up through the ground...

EDIT nvm Move it to just before Lbl 9 and it works fine now ;D

Okay, I've made the bottom row definable just like the other 360 squares.
What am I doing wrong, though?
Code: [Select]
Copy(P,L1,384)
1→{L1+384}r
Fill({L1+384},24)
This should make the bottom row of the screen like the ground but it doesn't work ???
I'm this close to releasing Tio 5...

3088
TI Z80 / Re: Tio
« on: February 12, 2011, 12:34:22 pm »
Correct, and that's what I'm trying to detect.  So you could touch the bouncy 'boost' tile from any side, be it top, bottom or side--and it jumps.

3089
News / Re: Axe Parser Subforum split
« on: February 12, 2011, 12:31:28 pm »
That's what I was talking about...a minor color difference sometimes takes a bit longer to tell than the simple, one-glance distinction of most of the site.
I guess it's fine the way it is, though.

3090
TI Z80 / Re: Tio
« on: February 12, 2011, 12:26:53 pm »
Okay, thanks.
I've tested it, and the way it detects the finish is kind of what I'm looking for with the um, boost tiles (something other than bouncies :P).  If it touches, it activates.  Is there a way to do that?  I tried taking out the +24 on both so it says If {F}=2 or ({G}=2) but it still doesn't seem to detect...

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