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Messages - Eeems
Pages: 1 ... 347 348 [349] 350 351 ... 370
5221
« on: June 18, 2009, 07:14:54 pm »
no, it works fine when I test it on the homescreen, but when I go to run the program it doesn't work right...sometimes I wish I could post code so people could help.
5222
« on: June 18, 2009, 06:08:20 pm »
ok, quick update, I tried to convert it over to the bin string, but for some reason, no matter what I do it will detect the tile that you are on as one tile to the right, so I still need to figure a way to get around this...it really annoys me though, because no matter what I do it stays the same...
5223
« on: June 18, 2009, 11:06:08 am »
awesome! now I can use other file formats other then .zip
5224
« on: June 17, 2009, 08:52:48 pm »
well it is what a platformer is
5225
« on: June 17, 2009, 08:52:10 pm »
sorry I just had to
5226
« on: June 17, 2009, 07:15:03 pm »
5227
« on: June 17, 2009, 06:45:53 pm »
take a look here I'll possibly help you more if it doesn't help oh yes I almost forgot, take a look at this update
5228
« on: June 17, 2009, 06:38:15 pm »
ah well in that case I will post some code that for you that will show you how to change a string to a matrix and a matrix to a string wait for the edit EDIT: ok this takes a string of any length and converts it into a matrix, this allows for 37 different tiles
:{Y,X→dim([A] :For(A,1,16) :For(B,1,22) :inString("123456789ABCDEFGHIJKLMNOPQRSTUVWXYZθ",sub(Str1,XA+B-X,1 :Ans→S :S→[A](A,B :End:End this one converts a matrix of any size and puts it into a string:" →Str1 :For(A,1,Y) :For(B,1,X) :1+[A](A,B→S :Str1+sub("0123456789ABCDEFGHIJKLMNOPQRSTUVWXYZθ",S,1→Str1 :End :sub(Str1,2,length(Str1)-1→Str1
5229
« on: June 17, 2009, 10:53:11 am »
Ok, I have gotten the map to display correctly on the screen, I still haven't implemented the binread yet, but I will later today. I found a weird glitch with identity(4 which makes you have to start at at least 1*1 offset, so to display my maps correctly I have to add an extra row to the side and top, I will tell Iambian about this glich on UTI right away, and maybe he can fix it
5230
« on: June 16, 2009, 11:10:52 pm »
Yeah, I can't wait to switch the engine, but it will make making maps a lot harder...using matrixes was really easy to make a map editor for...
5231
« on: June 16, 2009, 11:02:13 pm »
I do remember telling you about closing the bracket on for( loops though
5232
« on: June 16, 2009, 10:40:44 pm »
EPIC MOMENT I cut 50 seconds (83+) from the loading time by figuring out identity(4 (thanks to simplethinkers helpful questions) I was trying to grab the wrong picture!!! now I can progress to using it, of course it will slow down game speed, unless using binread is really quick. I haven't implemented it yet, but I will soon. I AM REALLY EXCITED!!! sorry for using my outside voice, I was really excited...
5233
« on: June 16, 2009, 10:16:03 pm »
I don't think there is at all, it wouldn't take a huge amount of memory
5234
« on: June 16, 2009, 07:42:26 pm »
yep, and you beat me to the punch
5235
« on: June 16, 2009, 06:02:18 pm »
I know, that was what cleared my RAM before...I keep on reading the only tutorial I could find (on UTI) and I understand what it is saying, but when I try to apply it; it doesn't work....I at least got it displaying sprites now....but not the right ones.... on a side note, I made a quick level editor, and I decided to scrap the greyscale since it really slows it down to get it looking anything like real greyscale....I added a new tile: water which allows you to swim in it and I will probably add a slight life decrease when you are in it to account for no air usage. next on the list is adding magic and enemies since I also added spikes and monkeybars again. EDIT: some screenies for your viewing pleasure
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