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Messages - Darl181

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3136
TI Z80 / Re: Darl181's Projects
« on: February 04, 2011, 02:26:35 pm »
The physics are kind of basic, and just the y-velocity (7 different y speeds: from -3 to 3).  In trying to keep the "arcade" feel, the x coordinate is controlled directly by the keys.
What I'd like to do with this is smooth scrolling...but as of yet i've no idea how to do that :P

later edit: okay, I have a few smoothscrolling tilemappers to attempt to learn from on my msd8x drive, but any others would be appreciated ;)

edit2: Lightoff works now :D

3137
TI Z80 / Re: Darl181's Projects
« on: February 04, 2011, 01:00:41 pm »
Tio, the platformer.
The controls are simple enough.  In the editor, 2nd/alpha toggle frontbuffer/backbuffer.  Frontbuffer makes platforms/walls, backbuffer makes 'bouncy' tiles, kind of like the block in mario with the note on it.  Del deletes a block, mode allows one to clear all.  For now, only one level at a time.  Clear goes to main menu.
In game: left/right move, 2nd jump, down go down a hole or off an edge (if you're partly above one) clear quit.  You try to get to the right side of the screen on the bottom.
There are no preset levels, you'll have to make one first.

This took me about a day, but more is probably to be added.

3138
The Axe Parser Project / Re: Bug Reports
« on: February 04, 2011, 12:41:44 pm »
Okay, that helped and it looks like it's mostly taken care of.  Thanks!

3139
TI Z80 / Re: Darl181's Projects
« on: February 04, 2011, 12:18:17 am »
Is it a game where you must turn OFF all blocks successfully?
Yes.  Tio stood for turn it off.
I actually kind of liked the sound of 'tio' (say it out loud, it just sounds like a good game name) so I changed this one to lightoff.
Tio the platformer is somewhat physics-based.  So far I have rudimentary gameplay and a level editor.  And only about 3.5K ;D

3140
Graviter / Re: Graviter - Axe
« on: February 03, 2011, 02:47:29 pm »
What I did for TWHG is it checks 4 places (the corners of the sprite), and it only reacts for one.  It's possible to make it react to one tile over another.  Then you deflate the coordinates, taking advantage of how axe always rounds down, to find the pointer the tile is in.  ie if the tiles are 8*8 and there's 12 columns you can do (Y/8)*12+(X/8)→[pointer]

3141
The Axe Parser Project / Re: Bug Reports
« on: February 03, 2011, 02:38:34 pm »
Okay, IDK what's wrong with this.
Spoiler For code:
Code: [Select]
:.TIO Turn it off
:[F0F0F0F000000000]→Pic1
:DiagnosticOff
:ClrDraw
:0→C→M-1→D
:For(A,0,23
:A*4→X
:For(B,0,15
:D+1→D
:B*4→Y
:If rand^9^2
:Pt-On(X,Y,Pic1
:2→{L1+D}
:C+1→C
:Else
:1→{L1+D}
:End
:End
:End
:rand^23→X
:rand^15→Y
:Y*24+X→D
:Lbl 1
:!If C
:ClrHome
:Disp "WIN"
:Pause 1900
:Return
:End
:Repeat getKey(15)
:Repeat getKey(0)
:ReturnIf getKey(15)
:For(A,0,9
:Pt-Change(X*4,Y*4,Pic1
:DispGraph
:ReturnIf getKey(15)
:End
:If getKey(54)
:ClrHome
:Disp "C",C►Dec," D",D►Dec,i,"X",X►Dec," Y",Y►Dec,i,"L1+D",{L1+D}►Dec
:While getKey(54):Pause 10:End
:End
:End
:If getKey(2) and (X>0)
:While getKey(2):Pause 10:End
:D-1→D
:X-1→X
:sub(D)
:Goto 1
:End
:If getKey(3) and (X<23)
:While getKey(3):Pause 10:End
:D+1→D
:X+1→X
:sub(D)
:Goto 1
:End
:If getKey(1) and (Y<15)
:While getKey(1):Pause 10:End
:D+24→D
:Y+1→Y
:sub(D)
:Goto 1
:End
:If getKey(4) and (Y>0)
:While getKey(4):Pause 10:End
:D-24→D
:Y-1→Y
:sub(D)
:Goto 1
:End
:End
:Return
:
:
:Lbl D
:If {L1+D}=1
:2→{L1+D}
:C+1→C
:End
:If {L1+D}=2
:1→{L1+D}
:C-1→C
:End
:Pt-Change(X*4,Y*4,Pic1
.Return
Theoretically, C should change.  ++ every box every time a box turns black, -- for every box turned white.  Thing is, a good part of the time it doesn't.
C is the remaining number of black blocks to be turned off.  Clearly, it's not accurate.
I think there's a problem with it storing in L1.  but it's always worked fine before ???
If you hold 2nd, data comes up.  C is explained above, and the game ends when getkey(15) or C=0[zero].
D is the pointer's location.  The formula is Y*24+X→D.  ie if the selector is in the 9th row and the 3rd column, D is 3*24+9=81.  The xy coordinates are next.  (When drawn to the screen, they're inflated by 4.)
"L1+D" should be the status of the block beneath the selected square.  1 is off, 2 is on.
Hopefully somebody notices it here...I'm pretty sure it's an axe bug b/c pretty much the exact same thing worked before (in TWHG).  Ever since I've updated to Axe 0.4.8, I've been having one problem after another of this nature, also with some problems with RotC( and RotCC( which didn't work when I tried to use them.
So, I was wondering...what changed?  Because data storage to lists and external appvars wasn't failing like this before, and now it fails more often than it works. ???

This is kind of my last-ditch attempt to find out wtf is going wrong, after this I'm downgrading back to 0.4.5.  Can't seem to find another solution, unless I find this out.

EDIT: I'll apologize in advance if this sounds sort of rude or whatever, I'm in kind of a tense mood today  :(

3142
TI Z80 / Re: The World's Hardest Game
« on: February 02, 2011, 11:41:07 pm »
Yes, double post.  More than 6 hours though ;D and it's kind of a big problem.

I've been trying to implement this for an hour or so now, but to no avail.  I think I've finally figured out why it didn't work.
So, rather than have one string for each level (using lots of memory), you just have one string that you can change to your needs.
Code: [Select]
"appvWHGLVL1"[00]"prgmWHGLVL1"[00]->Str0X
.L is the level, P is whether or not it's a program. We put its pointer in X.
L+48->{P*9+Str0X+7}
GetCalc(P*9+Str0X)->X
The line "L+48->{P*9+Str0X+7}" stores the correct digit in the right place. So, if L=6 and P=1, then the data at Str0X now looks like this:
Code: [Select]
"appvWHGLVL1"[00]"prgmWHGLVL6"[00]The 48 is necessary because the character '0' equals 48, '1' equals 49, etc. 7 is the offset to the first '1', and 9 is the difference between the offsets to the first and second '1's.

Its easy :) Just go to options, and select Application under 'shell'.  The only difference between apps and programs is you can't modify any data that you create in your program.  ie: you cant do this:

Code: [Select]
[000102030405]->Str1
9->{Str1+5}  //cant do that!

you have to do this instead

Code: [Select]
[000102030405]->Str1
Copy(Str1,L1,6)  //copy it to some free ram, but you cant copy back
9->{L1+5}
The level editor is an app...
* Darl181 blinks
It's not an app now, and I tried the above, but I still can't seem to re-create it ???
Is there anything missing there that's necessary?

3143
TI Z80 / Re: Darl181's Projects
« on: February 02, 2011, 11:29:55 pm »
Okay, IDK what's wrong with this.
Spoiler For code:
Code: [Select]
:.TIO Turn it off
:[F0F0F0F000000000]→Pic1
:DiagnosticOff
:ClrDraw
:0→C→M-1→D
:For(A,0,23
:A*4→X
:For(B,0,15
:D+1→D
:B*4→Y
:If rand^9^2
:Pt-On(X,Y,Pic1
:2→{L1+D}
:C+1→C
:Else
:1→{L1+D}
:End
:End
:End
:rand^23→X
:rand^15→Y
:Y*24+X→D
:Lbl 1
:!If C
:ClrHome
:Disp "WIN"
:Pause 1900
:Return
:End
:Repeat getKey(15)
:Repeat getKey(0)
:ReturnIf getKey(15)
:For(A,0,9
:Pt-Change(X*4,Y*4,Pic1
:DispGraph
:ReturnIf getKey(15)
:End
:If getKey(54)
:ClrHome
:Disp "C",C►Dec," D",D►Dec,i,"X",X►Dec," Y",Y►Dec,i,"L1+D",{L1+D}►Dec
:While getKey(54):Pause 10:End
:End
:End
:If getKey(2) and (X>0)
:While getKey(2):Pause 10:End
:D-1→D
:X-1→X
:sub(D)
:Goto 1
:End
:If getKey(3) and (X<23)
:While getKey(3):Pause 10:End
:D+1→D
:X+1→X
:sub(D)
:Goto 1
:End
:If getKey(1) and (Y<15)
:While getKey(1):Pause 10:End
:D+24→D
:Y+1→Y
:sub(D)
:Goto 1
:End
:If getKey(4) and (Y>0)
:While getKey(4):Pause 10:End
:D-24→D
:Y-1→Y
:sub(D)
:Goto 1
:End
:End
:Return
:
:
:Lbl D
:If {L1+D}=1
:2→{L1+D}
:C+1→C
:End
:If {L1+D}=2
:1→{L1+D}
:C-1→C
:End
:Pt-Change(X*4,Y*4,Pic1
.Return
Theoretically, C should change.  ++ every box every time a box turns black, -- for every box turned white.  Thing is, a good part of the time it doesn't.
C is the remaining number of black blocks to be turned off.  Clearly, it's not accurate.
I think there's a problem with it storing in L1.  but it's always worked fine before ???
If you hold 2nd, data comes up.  C is explained above, and the game ends when getkey(15) or C=0[zero].
D is the pointer's location.  The formula is Y*24+X→D.  ie if the selector is in the 9th row and the 3rd column, D is 3*24+9=81.  The xy coordinates are next.  (When drawn to the screen, they're inflated by 4.)
"L1+D" should be the status of the block beneath the selected square.  1 is off, 2 is on.

Can't make screenie now, if someone can make one it would be great.  :)

[note to concerned people: yes, twhg is in the works.  it's not going very well, though]
[note/edit/whatever2: 8xp removed due to similar names]

3144
Graviter / Re: Graviter - Axe
« on: February 02, 2011, 08:26:28 pm »
also I think this level difficulty needs to be toned down or the level needs to be moved last, because I played at 1% wabbitemu speed and I still couldn't beat it...
I just had a flashback to MFQT, and just like mfqt I can do it fairly easily :P
What I meant by level select is it keeps track of which levels you've beaten.  When you press clear and quit, it should a) go to the level you last beat or b) allow you to choose which level to play.  Think like thepenguin's game z-rox.
(b is preferred. ;D)

Edit: 555 posts :w00t:

3145
The Axe Parser Project / Re: Features Wishlist
« on: February 02, 2011, 12:10:25 pm »
I think I found something that's both an incompatibility issue and a feature request.
Can the instant goto be made compatible with CalcUtil's "save screen" option?
The save screen is when you quit out of the program editor it asks if you want to save changes or not, very useful :) but it causes crashes with axe :P

3146
The Axe Parser Project / Re: ERR:
« on: February 02, 2011, 12:06:03 pm »
Another error is when you're compiling an app and it throws one of those errors defined by just a number (which I usually fix by a garbage collect)

3147
TI Z80 / Re: The World's Hardest Game
« on: February 02, 2011, 11:51:34 am »
Oh noes i necroed my own thread  O.O
jk

This project kind of died for some time, but I always had the source as Axe backup files and on my msd8x drive...
I was just trying to change some of the pixel-detection between the block and static parts (which, ideally, should change when an enemy goes over it) but the code is just too unorganized to add much more without destabilizing the whole thing.
Also, i wrote it probably when Axe was like version 0.3.3, so yeah :P

Quote
Which leaves open how I'm going to write the GUI.  Suggestions will be appreciated

3148
Graviter / Re: Graviter - Axe
« on: February 01, 2011, 07:09:45 pm »
Just played the new release, and was wondering: would it be  possible to have saving/level select?  It's kind of annoying after you take 5 minutes to beat a level you have to do it all over again.
Other than that, great job. ;D

3149
TI Z80 / Re: The World's Hardest Game
« on: February 01, 2011, 06:56:27 pm »
*much later*

Yeah, it's so random and hard to read the source [of TWHG] that I think I'm just going to re-write it.
Which leaves open how I'm going to write the level select GUI.  Suggestions will be appreciated.
^

3150
The Axe Parser Project / Re: Axe Parser
« on: February 01, 2011, 10:53:11 am »
The goal, in the end, is to store a token defined by a number (either 1-byte or two-byte).
Letting A be the token #:  T{A}→Ans
Would that work?

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