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Messages - Mohammad
61
« on: January 24, 2011, 12:33:52 am »
sorry, this may be really stupid question...but you state that STUFF is 10 bytes long but you then say its 5?? also can you just lose the for loops if you only use the appvar to store 1 single number(just the high score) Like this: :GetCalc(Str1,2)->A :if A<S:S->{A}:end :GetCalc(Str1)->A :Text(1,1:Text A:Dispgraph
the prob is this doesnt work and i dont know why....but then again im lazy and didnt type your code in...i will soon cause i know it works....
also..off topic...when you did Z*10...cant you just do 10z? also, in ti basic zooming out and in is possible which allows for zooming in\out through sniper scope (using plots as sprites)...but how can i do this in axe because ti basic is far too blinky
Thanks a lot for your help!!!!!!
62
« on: January 23, 2011, 06:54:11 pm »
been trying to get the appvar running...and i succesfully did, but i cant figure out how to compare its value to a different variable and change it if the variable is bigger than the appvar...im confused
63
« on: January 11, 2011, 10:38:15 pm »
Very nice update! I hope you can figure out the appvar stuff soon.
yep when i get time....finals need to keep my gpa lol
64
« on: January 11, 2011, 10:14:03 pm »
posted newest update...(go to first ever post) still havent made appvarring
65
« on: January 06, 2011, 09:38:15 pm »
From the documentation:
PROGRAM:A :.HISCORE :"appvMyScore"→Str1 :!If GetCalc(Str1)→P :GetCalc(Str1,2)→P :Return!If P :0→{P}r :End no idea what you sayed... what is getcalc? str1..str1,2? whats the 2?
66
« on: January 06, 2011, 01:10:03 am »
ok, how do i make an appvar?
67
« on: December 20, 2010, 03:52:42 pm »
ok....updates: added spring feet. i think it looks great will put the file in when i can...right now in Dubai gotta catch a plane lLOLs so cant upload file sorry but dpring feet are awesome youll love it
68
« on: December 18, 2010, 11:45:08 am »
Aw sorry to hear you won't be around. There's definitively a lot of new members who got no Internet at home here. X.x
oh ill have internet...i just didnt wanna make you guys wait another week to play the game lol
69
« on: December 18, 2010, 02:05:27 am »
yea im gonna be in vacation for the next 2 weeks so i HAD to released this. all the issues you stated i am well aware of so glad no new issues came up whewwww...already fixed getkey...long pause at end result of long sound will fix that now lol i get pretty annoyd to sooooo happy no new problems found. play more....find me some problems to fix lol EDIT:OK THIS WIERD: Axe turned like 3 lines of my code into gibberish...backed up no worries but why the heck did that happen??? did lose the fixes oh well.. EDIT EDIT: k the issue with powerup...only powerup where you have to be right on the money(sort of) is SS thing...thats a bad thing...it slows you down. dont want that thing...it pops up so often i just made it hard to get....it is good tho when fighting aliens..
70
« on: December 17, 2010, 09:51:05 pm »
Cool to see the beta out!
By bored I hope you don't mean you're stopping working on this, though?
lol no im not stopping course not (delete this if you like)
71
« on: December 17, 2010, 09:48:31 pm »
ok im sorta bored with this released first beta. check very first post wabbitemu suddenly broke down and goes to setup everytime and i dont think i can fix that...tried many times...oh well made the menu check it out
72
« on: December 16, 2010, 06:20:21 pm »
yeah i tried term velocity for downward falling but filled up platforms look really bad... i could try the "if foot is touching platform" but what if doodler skips through the platform? i think ive got it : terminal velocity wil be 4, if a platform is at least 4 pixels from doodlers foot, his Y pos will change to the platforms Y pos (so it looks like he touched it)
73
« on: December 16, 2010, 06:14:35 pm »
use doorscs and archive every single thing....you can play archived files with doors...
74
« on: December 16, 2010, 05:58:52 pm »
i have to make a descision some time about the gravity and i tihnk >for now<... im going to stick with the way it is because who would have time to look at how doodler jumps when you're busy fighting aliens and not falling? if i am done with every possible thing i can do to this game, then gravity will will be my next target as of now, the way i set up jumping is crucial to all the functions of the game...anyway i appreciate your output. ill make a space shuttle as soon as i can, and then i'll make the menu...and maybe ill release it sooner as soon as i get a bug with the bombs taken out edit: ive thought of a way to do gravity it may or may not work...wrote down for when i get around doing it....here ill explain my thinking: ill use the technique i stated on my above post.... soo...since each platform gets put back up to the top after it hits the bottom, every platform is exactly 16 pixels apart(vertically) from another platform, so i will check (with for loops) if doodlers feet are anywhere near 16 pixels above a platform's y coord(each platform (there are four) has a x and y coordinate) and also if he is within the length of the platform...this would slow it down but i could remove my pauses
75
« on: December 16, 2010, 01:30:28 am »
can anyone tell me what a raycaster does? looks to me like 3d!!!! whooooooaaaaaa.....blackops...racing games...3d stuff omg! can you make those? what is the most practical 3d thing you can make with resolution this bad lol!
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