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Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: September 30, 2014, 12:01:01 pm »
True story. I updated the tutorial on Cemetech and created one on TI Planet but forgot I didn't make one here -.-
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 151
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open« on: September 30, 2014, 12:01:01 pm »
True story. I updated the tutorial on Cemetech and created one on TI Planet but forgot I didn't make one here -.-
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Axe / Re: Need help with Jumping« on: September 30, 2014, 12:08:06 am »
There's no error in that code (well, maybe there is but nothing that prevents it from running), it's just that it comes from TokenIDE so maybe there are some things that are written weirdly in ASCII but I tried it and it works. I attach it to my post here so you don't have to type it yourself (I don't know why I didn't do that earlier).
So yeah, run that and notice how the "10" square skips pixels while the "256" square doesn't. The Y vars are just the Y coordinates of both squares while the VY vars are just their Y-speed. 153
Axe / Re: Axe Q&A« on: September 29, 2014, 02:56:52 pm »Is there any way to garbage collect in axe? My current program has to archive programs a lot and I want it to automatically garbage collect when necessary (like DoorsCS does).I think this is done automatically in the "Archive" command. When necessary, the "GarbageCollect ? Yes/No" menu appears. I am not sure though but I think. Also, is there a way to change the size of a program without creating a new program and copying the old?This can be done with MEMKIT (included in the zip) if your program is unarchived. 155
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open« on: September 29, 2014, 11:24:20 am »
Thanks all
![]() I especially like the ability to write characters in multiple languages.Well characters are "only" data so it's not language dependent ![]() I have no idea how you managed to fit it all in one app space (although I guess you don't have much of a choice when you're using Axe)Keep in mind that character data is not part of the app ![]() 156
Axe / Re: Need help with Jumping« on: September 28, 2014, 03:49:53 pm »
Here's an example of what shmibs and I were talking about (notice that you can scroll down, I am not saying you are an idiot and you didn't see you could, but I personally took me 4 seconds to notice the scroll bar explaining why my 48 line code seemed so short -.-)
Code: [Select] .AA (obviously unoptimized for reading purposes)Only look at the VY and Y variables, the rest is to get a coherent program. When you launch that, you notice that both squares have a "realistic" jump. But one of both moves one pixel at a time (the one with some /256 in its code) while the other one sometimes move 10 pixels at a time. And you can easily imagine the one moving one pixel at a time making a lower jump but for the other one, if you play around with constants you won't manage to get a lower jump except with a ridiculous teleporting jump. (note that you can press "2nd" to toggle between "normal speed" and "slow motion"). 157
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open« on: September 28, 2014, 02:19:28 pm »Wow... what a project!Thanks ![]() And for the work it required, just have a look at the source code to measure it ![]() JK, some things were painful indeed but the camera for example was a lot of fun to write in my opinion ![]() 158
TI-Nspire / Re: [lua] Adventure- A Medieval Platformer« on: September 28, 2014, 01:57:32 pm »At least I'm glad that OS 3.6 solves this, but I don't want to use that OS because Ndless has to be re-installed every reboot and I don't want to fill my memory with two OSes to use nLaunch dual-booting.You can also use nlaunch but keep only the 3.6 OS (so you don't fill your memory with two OSes). Nlaunch will add the reboot-proof functionnality to Ndless ![]() 159
Axe / Re: Need help with Jumping« on: September 28, 2014, 01:55:22 pm »
What shmibs said, but you might want to add some inflation to this or you'll see your character skip a lot of pixels (doesn't prevent collision detection but makes things a lot less pretty).
For example, if you are currently drawing/testing/etc at X;Y, draw/test/etc at X/256;Y/256. That basically allows you to have 256 positions between two pixels without having floating point numbers. You can obviously use something else than 256, it's just an operation that's super-easy to do in Axe. 160
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open« on: September 28, 2014, 01:43:05 pm »
Thanks all ^^
And yeah, that can remind of the SSB 3DS menu because that's where it's inspired from ![]() And if it reminds of GBA games, it probably means that Nintendo never changed the way they are making menus since the GBA ![]() 161
News / Re: A New Foe Appears!« on: September 28, 2014, 01:40:00 pm »
Wow, I wasn't expecting that since I didn't fill any form
![]() Thanks to the admins for the subforum and the news, and thanks everyone for the support ![]() 162
TI Z80 / Re: [Axe] Flappy Bird clone« on: September 26, 2014, 01:51:44 am »
I don't think it's due to computer speed. I have two computers running Dolphin (GameCube emlulator) and TilEm has a slower speed than a real calc. And it's the same with Wabbitemu, it's not a flaw from TilEm.
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Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open« on: September 25, 2014, 01:20:50 pm »keep us updated about new developmentOk, UPDATE ![]()
Source and binaries. 164
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open« on: September 22, 2014, 01:03:09 am »On a side note, for maps, will static backgrounds (for example a bunch of clouds, not necessarily a full-screen picture) be supported? Also will some maps be tile-based?I don't think so, about backgrounds. It would be visually more attractive but I fear it would add a lot to the lag. And I don't think so either for tile-based maps. Since maps are mostly empty with only objects here and there (in the rectangle version of Stadium for example you only have 4 objects), I chose to have a "short" list of objects instead of a "big" tilemap that is mostly filled with zeroes. What would be great with a tilemap though is collision detection for example, you wouldn't need to loop through objects, you'd just check if there's something where you are. 165
TI Calculators / Re: Quick question regarding TI-nspire CX« on: September 22, 2014, 12:58:25 am »I think you are running os 3.1. In that case, you can install ndless 3.1 instead of ndless 3.6, which is much more stable and doesn't need to be reinstalled. Then just follow the instructions to install KhiCasHe was not running OS 3.1, he came from 3.9 and downgraded to 3.6. And since he uses nlaunchy, Ndless doesn't need to be reinstalled. However, if the goal is to have the CAS, it's true that it can be a good idea to install 3.1 (you can put a 3.1 CAS OS on a non-CAS CX but you can't with the 3.6). |
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