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Messages - MRide
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571
« on: September 12, 2010, 11:20:23 pm »
I haven't posted here in a while, but this project is still alive. I sorted out the sprite flipping, and now I'm working on speed. The character movement was getting pretty slow, but now the loop has a couple hundred less bytes to read through each iteration. The speed still needs improvement, though.
After that, I'm going to work on the storyline.
572
« on: September 09, 2010, 11:34:01 pm »
Ah, I knew it had something to do with that line. Thanks.
573
« on: September 09, 2010, 11:27:11 pm »
For the original code: I essential have two variables that affect gravity. The first is A, Which is 1, 0, or -1. It is always subtracted from the y variable. The second variable is B it controls whether you are up or down. It is used to change the value of A and whether the y variable is allowed to be three more or less than the starting jump point.
If you use my code in the first post, everything works except the effect I have been describing.
574
« on: September 09, 2010, 11:05:14 pm »
That doesn't work (At least, it doesn't do anything different). I already have code that reverses the gravity. What I want to know is why the character skips two spaces.
575
« on: September 09, 2010, 10:44:14 pm »
Well I haven't gone over all your code but that first If can be just If Ans I believe. Also, is that ClrHome supposed to be a ClrDraw?
Yeah, like I said at the bottom of my post, this isn't optimized. I'll go back over it when I get everything working. Oh, yeah, it is.
576
« on: September 09, 2010, 10:36:39 pm »
Hello, I am trying to write a bit of code to simulate a character jumping. I have done that. Now what I want to do is have a way to reverse gravity when the user presses a button. So the character will "fall" up and land on the ceiling. I have only partially succeeded in this. Hitting the button causes the character to float upward (or downward) until it is three spaces away from the floor/ceiling, and then it skips the next two spaces and lands. I have been staring at my code and for some reason, cannot see the problem. Help, please?
Also, here is my code (part of it came from meishe's jumping code)
ClrHome 7->X:Ans->S //X is actually the Y coord., and S is the initial Y coord. that you jumped from 1->Y:Ans->B //Y is the X coord. ,and B is either positive or negative one, depending on if the gravity is reversed Delvar ARepeat 0 //A controls whether you move up, down, or not at all getKey->K If Ans or A!=0 Text(-1,7X,6(Y-1),"_ //one space Y+(K=26)-(K=24 Ans-15((Ans=16)-not(Ans->Y X-BA->X A-2(X=(S-B3->A If X=S DelVar A If not(A X->S B-2(K=31 and B=1)+2(K=31 and B=-1->C If B!=C:Then -1->A C->B If B=-1 1->S If B=1 7->S End Text(-1,7X,6(Y-1),"X A+(K=21 and X=S->A rand(8 End
I realize this isn't very optimized. That will be fixed.
577
« on: September 09, 2010, 09:51:53 pm »
Thanks, and yes, that would look cool. That's actually the best one so far, and I'll probably run with it.
578
« on: September 09, 2010, 09:45:09 pm »
maybe I'm still not understanding this. Would the sprite always look like the second one in number 1, but with one of the sprites from number three on top of it? Or if you press up or down, it looks the the second one from number 1, and if you press left or right, it looks like the respective one from number 3?
579
« on: September 09, 2010, 09:35:45 pm »
Ah, so up and down would look the same, but left and right would be the sprites in number 3?
580
« on: September 09, 2010, 08:48:09 pm »
i think you can put a hybrid of 1 and three, for gun plot extra dots at 2,2 and 2,6 (relative to that sprite picture, check above) i dunno, your choice
What do you mean by this? I'm not understanding your idea. (not that it's bad, I just don't know what you mean) Sorry for the double post.
581
« on: September 08, 2010, 09:49:11 pm »
Don't worry, I will. Still need to decide what to do about the flipping though. There were some ideas in this thread, but I couldn't understand them. Anyway, enough offtopic-ness
582
« on: September 08, 2010, 09:34:59 pm »
Here is the actual code from the source
:For(F,0,8) :Text(-1,7F,0,sub(Str1,14F+2,14 :StorePic 1 :Text(-1,7F,1,sub(Str2,14F+2,14 :RecallPic 1 :End Where Str1 is the first layer and Str2 is the second layer
Thanks. That's what I thought. I am using that for Imagination Quest (although slightly modified because all the rooms are in one string per layer.) I'll have to mess around with this more once I finish Imagination Quest. (maybe a sequel?)
583
« on: September 08, 2010, 03:35:06 pm »
Hmm, what about using 1 for left and right, 3 for up and down? Would that be too difficult? I've never worked with dual-layer or any kind of super-basic. Once I found out about axe, I almost completely ditched it.
i think you can put a hybrid of 1 and three, for gun plot extra dots at 2,2 and 2,6 (relative to that sprite picture, check above) i dunno, your choice
I'm not sure what you mean. Before the gun, I'm not going to have flipping. After the gun is picked up, the second sprite for 1 is the gun sprite and sprites for 3 are the flip w/gun. I'd just use X before the gun (for 3) Sorry if my explanation is a little confusing.
584
« on: September 07, 2010, 10:24:03 pm »
This sounds cool. Good luck!
585
« on: September 07, 2010, 08:33:29 pm »
That's the advantage of 3. I can modify to get all four directions. However, I still think the gun sprite for 1 looks cool.
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