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Messages - Elsewhere
16
« on: February 14, 2011, 05:39:47 pm »
Yeah, I guess I'm pretty close to being done, but I'm trying to get some music in there just because. Once I get that figured out, I guess I can finally call it quits on this one.
17
« on: February 14, 2011, 03:42:38 pm »
Happybobjr: Thanks! After implementing it, it's about 500 bytes smaller! I'll have to remember that Else!If trick for later.
z80man: It's not grayscale, but I'm planning on doing grayscale on another project, so thanks for the tip!
Anyway, I'm trying to figure out what to do with the extra space! I could either add content or improve upon some preexisting aspect. Or I could even just keep it the way it is and have a smaller game for doing so. Hmm...
18
« on: February 13, 2011, 05:59:20 pm »
Scout: Yeah, first program with Axe, but it's not like I'm new to programming or anything. shmibs: Yeah, it's just my everyday programmer art... enough to get the job done, but just barely So, I'm not planning on adding much except bugfixes and the like because I'm simply out of space... I guess I'll link to the really inefficient source code for anyone who wants to try and optimize it. Just be warned, it's probably really bad. POLSRC (Main thing) POLINIT (Loads sprites and stuff)
19
« on: February 13, 2011, 02:18:52 pm »
ztrumpet: Uh, if you want to; that is, if you think it's big enough to warrant one. I haven't a scope of these things.
Scout: Nah, just a lot of tongue-in-cheek For( loops and way too many variables. For later projects I'll have to be more careful, though, as I had a hard time cramming this under 8811 and it was initially supposed to be a small getting-to-know-Axe project.
20
« on: February 13, 2011, 12:19:23 pm »
Yay, finished my first Axe game! I didn't know if it warranted a new thread or not but I erred on the side of caution and put it here. So, anyway, Polarizer! Basically, you try to fill all the squares in, but filling in a square makes it so you can't fill in adjacent squares until you fill in another. Use the arrows to select, 2nd to confirm, and Clear to exit level/menu/game. Beating all the levels might get you something nice! Warning: This game has to be run by either DCS, MOS, or some similar shell to work. The two versions are also slightly different due to TI weirdness. Nothing big, though. Currently I need help coming up with harder levels because a lot of them are just huge pushovers. Anyone who thinks they came up with a tough one, feel free to share it and I could overwrite one of the filler levels. So... tell me what you think! EDIT: Newest version is here
21
« on: February 12, 2011, 09:50:21 pm »
Hah, thanks.
22
« on: February 12, 2011, 04:50:08 pm »
Oh, I see, that's the problem then. those commands push me right over 8192. Problem(s) solved, then!
23
« on: February 12, 2011, 04:38:01 pm »
Okay, here's a question (or two):
The Text( command seems to only draw whatever you want it to for one frame at which point the text seems to disappear. Is this just how Text( works or am I doing something wrong? So, if I wanted to output text that would stay there (the graph screen) until I used ClrDraw, how would I go about doing that? (Sprites would be really inefficient, mind you).
Also, what does it mean when I try to run my program after compiling and get ERR:INVALID? I have ample RAM left (>15000) and tons of archive (>100000) so I couldn't think it'd be a memory issue, but all the same it happened after I wrote a few everyday lines. An example of the format these lines were in is::If A=0:If B=0:Text(1,1,"COOL"):End:End After commenting those lines out it worked fine again, but if I bring one back my sprites glitch up and more makes me get ERR:INVALIDs again. My game is rather huge, using like, 30 pictures, all the letter variables, and a bit of L1, so it makes me think it might have to do with free RAM or whatever? Mind you, it's not an Axe error but a TI error I'm getting, after trying to run the game.
24
« on: February 10, 2011, 09:18:58 pm »
Wow, that worked beautifully! I don't know why (probably had to do with the differences between the "List" variables and the usual ones) but it did. Thanks, everybody!
25
« on: February 10, 2011, 08:42:08 pm »
Happybobjr: I think that'd work but it would be a pain because I have to generate levels using this procedure and all that storing would take forever. I guess if there was no other way, I could do that.
Ashbad: I change individual values using #->{B+A}, and when (attempting to) recreate the level, I use Data( the same way I did it when I initialized it.
Interestingly enough, if I beat a level and try another one, the Data( command works and the level acts like normal until I beat it, at which point it also is already finished upon re-entry. Ending the program and re-starting it makes everything work again (albeit just once, as before).
Anyway, enough beating around the bush. Here are the related lines: (L is the level. W is the variable I'm using Data( on to generate parts of the level. X and Y are the width and height respectively of a specific level.)
:0->W :Data(0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0)->W :If L=0 :6->X:3->Y :Data(0,0,0,0,1,1,1,1,0,0,0,0,1,1,1,0,0,0)->W :.The length of this is equal to X*Y, as that's the number of positions in the room :End :If L=1 :.Other level stuff, all in the same format as the first.
:For (Z,0,(X*Y)) :If {Z+W}=1 :.Draw the "on" sprite :Else :.Draw the "off" sprite :End :For (Z,0,(X*Y)) :If {Z+W}=1 :0->{Z+W} :End :End Cut out a lot in that last one, and some in the others, but that's the general format of my creating, reading, and writing. I don't know if that works or not but it seems to because it modifies what's drawn in the correct space in the drawing label. When attempting to rewrite the variable to something entirely different, the first label is executed, making it the same as when the values were initialized, but all the values in A stay at 1 for some reason.
26
« on: February 10, 2011, 06:18:26 pm »
So, first off, I'd like to say hello all, as this is my first post here. Anyway, getting to the matter at hand, and I don't know if this is the right place, I have a question about how I should properly use the Data( command. I have a variable in my program, let's call it A, and I do :Data(1,0,1,0,0,0,0,0,0,1,0,1)->A to write to it. I then read from it like so: :If {B+A}=0 :(stuff) :Else :(other stuff) :End where B is added to get me the value stored in the Bth position after A. This all works very well, just as I'd expect it to, but the problem arises when I try to assign different values to A using Data(. Throughout the course of a level in the game, all the values in A are set to 1. The problem I'm experiencing currently is that using Data( again to just rewrite to A doesn't work and re-entering the level after completion (without actually ending and re-executing the game, mind you) has all those values still set to 1. I've tried DelVar, storing 0 to the first place then Fill( -ing, using the same method I used to write to it (0->{B+A}) and just more Data(, but it seems I don't have an appropriate grasp on what I'm doing because all the values in A remain at 1 after being set once. I can't tell if I'm performing these actions wrong or it doesn't work, so I'm wondering if any of you gurus out there know how to rewrite a list of data to a variable. And also, is Data( even supposed to be used on variables, or am I writing onto the first byte which is the variable and then into the positions onward, which are not meant for the variable? The source is really big, messy, and hard to sift through so I won't include it unless someone thinks it'll help.
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