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Messages - Hayleia
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3346
« on: July 13, 2011, 12:33:35 pm »
Nope, but the language is not important. We are here to share more than a language: the programming spirit. The only languages I use here are BASIC, Axe and ASM (for me, maybe others speak other languages).
3347
« on: July 13, 2011, 12:30:31 pm »
Hopefully I'm not repeating a lot. So, first pad the sprite to a width that's a multiple of 8 if necessary. Then convert to picture to binary; black is 1, white is 0. Then, as Hayleia said, you need to put that in hexadecimal, four bits at a time. If you want a chart, here it is. I do hope you figure out why it's like this, though  Binary Hexadecimal ... (Maybe I should have done that table horizontally...)
Maybe you repeated what I said, but at least, I understand what you said, while I'm not sure that what I wrote makes any sense.
3348
« on: July 13, 2011, 12:28:54 pm »
The picture makes sense!
It is because it makes sense  Anyway, a German section is a good idea, we will attract lots of programmers and have lots of games  (but I will understand nothing to what they say  )
3349
« on: July 13, 2011, 12:20:08 pm »
Well, with your numbers, make a multiple of eight lenght by adding zeros (I'm French, so even me doesn't understand what I just said). I mean, If you have 111, do 00000111. If you have 1010010001, do 0000001010010001. Then, change every pack of four by its hexadecimal equivalent. 0001 becomes 1; 0010 becomes 2; 1000 becomes 8, 1010 becomes A, etc. So 0110010010001101 becomes 648D EDIT: ???I never used the word "bit" or "byte" in my post  And the X-Wing would be too large for the TI I think
3350
« on: July 13, 2011, 11:48:20 am »
Easy to explain, hard to do  The funny code is hexadecimal, and supports only black and white; 0 and 1. First, put your image in binary. Every pixel is changed into a number (1 if black, 0 if white). Then, translate Binary to Hexadecimal. When you have finished reading it, re-read the first sentence. If you only make a 8x8 sprite, it is easier to use AxePaint.
3351
« on: July 13, 2011, 11:35:13 am »
Builderboy started a PortalX but it is not for Nspires and it is in 2D, like the Flash version @Chockosta, you mean that you can't jump and all, only walk ?
3352
« on: July 13, 2011, 10:18:08 am »
in Math. I don't know the values of xLib but for Axe, to display a @ it is Output(x,y,64►Char)
3353
« on: July 13, 2011, 10:16:43 am »
* ZTrumpet looks at Mimas... http://ourl.ca/7269
I didn't know about it, but it is too late, now,  I've given up. Thanks anyway.
3354
« on: July 13, 2011, 10:11:14 am »
you can write this "@" and others, using Output(X,Y,Z►Char) but you have to know the necessary value
3355
« on: July 13, 2011, 10:09:09 am »
would it be possible to add windows into the walls?
Unfortunately, I only can draw plain walls, like Toxic_Kitten said.
3356
« on: July 13, 2011, 10:07:11 am »
( Of course, if it is a maze, the map must not be shown. But if it becomes a FPS or a GTA, the map is a good idea.
That would be a good idea
This is not my idea, give credits and +1s to p2. ) And don't forget to display where in the map you are
3357
« on: July 13, 2011, 09:42:22 am »
This is amazing ! This is one reason why I gave up ASM: not on-calc. With ASMdream, I wouldn't have given up (maybe)!
3358
« on: July 13, 2011, 09:36:34 am »
Of course, if it is a maze, the map must not be shown. But if it becomes a FPS or a GTA, the map is a good idea.
3359
« on: July 13, 2011, 04:13:48 am »
Freyaday is right. Look what you just said: I work super fast when I have a serious deadline looming.
3360
« on: July 11, 2011, 01:40:11 pm »
This is real nice, good job Chockosta!
Nope... This is aMAZE-ing not funny ? EDIT: I answer myself: no. Anyway, awesome.
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