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Messages - Eeems
Pages: 1 ... 345 346 [347] 348 349 ... 370
5191
« on: June 21, 2009, 01:11:42 am »
Yay! moar subforums good luck btw Iambian Hmm, this reminds me, I need to bug Drak about his game
5192
« on: June 21, 2009, 12:02:52 am »
thanks took a little while to get the sprites to display right, I kept on forgetting how to make masked sprites but I got it done
5193
« on: June 20, 2009, 11:07:43 pm »
---19:44:47 June 20/09--- ah good, can't wait to hear more from you
---23:07:43 June 20/09--- here is another screenshot!! sword ftw!!
5194
« on: June 20, 2009, 10:40:49 pm »
sword doneish, I still need to get it to check for collision with the enemy and then health effects I am currently trying to add AI collision detection but so far it is failing hard... I have added two magics and as soon as I finish the AI I will finish the rest. oh yeah, I almost forgot, for the magics, on the sidebar, the little thing telling you which one you currently are using is animated I'll post a screeny soon
5195
« on: June 20, 2009, 04:19:15 pm »
lolwut? that was amazing! gotta love fanta
5196
« on: June 20, 2009, 04:17:23 pm »
yeah, I always see them when I go back through my code, afterwards I always wonder what I was thinking when I used that piece of code
5197
« on: June 20, 2009, 04:16:06 pm »
well this is on the 84+SE but it runs pretty fast on the 83+ still @{AP}: thanks I'm really glad I found that tutorial of yours or else I would still have my really bad title screen. BTW I haven't seen you in a while, wb
5198
« on: June 20, 2009, 04:13:57 pm »
lol, I'll try not to
5199
« on: June 20, 2009, 04:13:39 pm »
ah ok, well I figured out what I'll name the magics now just the standard colours I'm using to call the other platforms well as soon as I finish adding in the magics and finish with the sword and shield (which I am almost done the sword) I'll get to map making
5200
« on: June 19, 2009, 07:47:21 pm »
and the great thing about it is that it uses matrices and bin strings so you can develop for either with it
5201
« on: June 19, 2009, 03:54:12 pm »
ok here is the code I am using for my map editor, after this project is done I will try to make it better, right now it only supports 22*16 maps, but it can easily be customized to support more. The mapmaker also includes a converter to convert your map to a binstring so you can use it with the stringtile command in Celtic III, and it also will display a minimap of the current map from a hex string (0h format not 00h) which I am going to cut from the final version because it is unnecessary. and doesn't work with the output by the program. The reason I am posting this is because I want people to take a look and tell me of any optimizations they can see. I also want to post this code so people can use it as a reference on how to make quick map editors for their own projects. The code also is commented so it is easier to understand:ClrHome // :Disp "1=CONVERT","2=DISPLAY","3=MAPEDIT","0=QUIT //menu :Input "□",A // :A :If Ans=3:Then //if map edit :DelVar K :ClrDraw :Disp "1=NEW","0=KEEP //map menu :Input "□",S // :If S:Then //if new map :{16,22→dim([A] //reset map :Fill 5,[A] //fill it with the default background tile :End :For(A,0,33) //start loading map :Pxl-On(A,45 //draw map outline :Pxl-On(A,0 // :End // :For(B,0,44) //draw map outline :Pxl-On(33,B // :Pxl-On(0,B // :End // :For(A,‾1,1) // :Pxl-On(38+A,0 //draw loading bar left edge :End // :For(A,‾1,1) // :Pxl-On(38+A,17 //draw loading bar right edge :End // :For(B,1,17) // :Pxl-On(39,B //draw loading bar :Pxl-On(37,B // :End // :For(A,1,16) //start loading map :Pxl-On(38,A // :For(B,1,22) // :[A](A,B→S // :If 3=S //display default hard tile :Then // :Pxl-On(A+40,B //display on minimap :For(θ,0,1) // :For(Z,0,1) // :Pxl-On(2A-Z,2B-θ //display on building map :End:End // :Else // :If 6=S //display spike tile :Then // :Pxl-On(2A,2B //display on building map :Else // :If 10=S //display ladder tile :Then //display on building map :Pxl-On(A2,B2 // :Pxl-On(A2,B2-1 // :Else // :If 11=S:Then //display water tile :Pxl-On(A2-1,B2 //display on building map :Pxl-On(A2,2B-1 // :End:End:End:End:End:End // :For(B,0,17) // :For(A,‾1,1) //clear loading bar :Pxl-Off(38+A,B // :End:End //end loading map :1→A:1→B :While K≠105 //loop until user presses enter :DelVar K //clear keyvalue :Repeat K //loop until keyvalue :For(Z,0,1) // :For(θ,0,1) //change the current tile to negative :Pxl-Change(2A-θ,2B-Z // :End:End // :getKey→K //getkey to keyvalue :For(θ,0,1) // :For(Z,0,1) //change current tile back :Pxl-Change(2A-θ,2B-Z // :End:End // :End :A-(K=25 and A≠1)+(K=34 and A≠16→A //change Y of current tile :B-(K=24 and B≠1)+(K=26 and B≠22→B //change X of current tile :If K=31:Then //if keyvalue is Alpha :Pxl-On(A2,B2 //change pixels to spike tile :Pxl-Off(A2-1,B2-1 // :Pxl-Off(A2,2B-1 // :Pxl-Off(A2-1,B2 //change matrix value to spike tile :6→[A](A,B :Else :If K=22:Then //if keyvalue is mode :Pxl-On(2A,2B-1 //change pixels to ladder tile :Pxl-On(A2,B2 // :Pxl-Off(2A-1,2B-1 // :Pxl-Off(2A-1,2B // :10→[A](A,B //change matrix value to ladder tile :Else :If K=32:Then //if keyvalue is X,T,theta,n :Pxl-On(2A-1,B2 //change pixels to water tile :Pxl-On(A2,2B-1 // :Pxl-Off(A2,B2 // :Pxl-Off(A2-1,B2-1 // :11→[A](A,B //change matrix to water tile :Else :If K=21:Then //if keyvalue is 2nd :[A](A,B→S //get matrix value :If S≠3 and S≠4 and S≠9:Then //if matrix value is not a solid tile :Pxl-On(A+40,B //turn on pixel on minimap :Else :Pxl-Off(A+40,B //else turn it off :End :For(θ,0,1) // :For(Z,0,1) // :If S=5:Then //display tile on buildermap :Pxl-On(2A-θ,2B-Z // :Else // :Pxl-Off(2A-θ,2B-Z // :End:End:End // :If S≠5:Then //if not solid :5→T //make solid :Else :3→T //otherwise make it the default solid :End :T→[A](A,B //insert value to matrix :End:End:End:End:End:Else :ClrDraw //this is the converter portion of the program :If Ans=1:Then :"0000000000000000000000000000000000000000000000→Str1 //this is the initial setup of the String :For(A,1,16) :For(B,1,22) :1+[A](A,B→S //grabs teh tile value+1 from the matrix :Str1+"0"+sub("0123456789ABCDEF",S,1→Str1 //inserts a "0" and the right value into the string :If S=3 or S=4 or S=9 //if tile is solid :Pxl-On(A-1,B-1 //turn on the pixel for the minimap :End :End :det(17,Str1→Str1 //convert string to bin :Else :If Ans=2:Then //this is the display minimap :For(A,1,16) //it requires a hex string (0h not 00h format) :For(B,1,22) :If inString("349",sub(Str1,22A-22+B,1 //if solid tile :Pxl-On(A-1,B-1 //turn on minimap :End:End:End :ClrHome
5202
« on: June 19, 2009, 02:16:20 pm »
ok, small update, I decided to change the names of the programs and because of this I saved a few bytes, I changed up the loading routine to support the new map storage, so no more loading screen! the load is almost instant, I also added the event handler which does slow down the game a little bit, but not by much. (this is tested with two events and no actual event checking other then testing if you are on the event tile). It also skips the check if there are no events so there is a speed increase there, I was wondering if it would be ok for me to ask what magics I should use, or would that be counted as asking for help? I modified the saving/loading routines to save and load the magic lists (so checking if it exists or not) I have decided to limit the list to 5 magics, I might make it less though... Next up is to recode the magic listing program, and add the magic icons to the HUD, but that will come as soon as I know what magics I should use. I will also be adding in a sword/shield animation, and maybe more later on.
5203
« on: June 19, 2009, 02:00:21 pm »
Status
magics 9/9
events
sword
AI collision detection
Character collisions detection sprites possibility of more to be added maps 3/9 maps converted 2/9 story
npc text
menus
group use
install file
multiple saves
done partially done
5204
« on: June 19, 2009, 01:58:58 pm »
thanks bfr!
5205
« on: June 19, 2009, 01:33:31 pm »
I had this happen to me once, clearing your RAM might fix it, what flash apps do you have on it?
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