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Messages - Omegaxis213

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76
TI Z80 / Re: My first game
« on: November 28, 2013, 10:02:33 am »
I display the text by using pt-on although it flickers on the calc which I don't like. The up button currently doesn't work for now because you can constantly fly/jump up. Also I used someone else's sprite for the character but I forgot his or her name.

77
TI Z80 / My first game
« on: November 27, 2013, 11:35:16 pm »
This is my first Axe game that i am going to make on here. I am going to make it so you can choose 3 classes warrior, ninja, and archer. You will have to fight monsters that will randomly spawn and level up. That is all I can think for know but I most likely will have more features in the future. Right now it has a menu you have to use the 2nd button to choose which option and to move is arrow keys. Enter is to choose the class. Mode is to punch and that is all for now.  I also made all the letters (by made I mean drew) so I won't have any lag using text so feel free to criticize on my letters.

78
Axe / Re: New Tilemapping Tutorial With Example
« on: November 23, 2013, 11:17:02 pm »
I figured out my problem I did [21]→{C} instead of 21→{C}

79
Introduce Yourself! / Re: Hi
« on: November 22, 2013, 08:58:34 pm »
I have a ti-84 and technically I have a ti-89 and I used to program in ti-basic but I thought it was too slow so I found axe parser. As a surprise I will tell you how I got into programming. I was at a tmsca competition and I didn't have my hp33s so I had to use a ti-84 and I didn't know how to use it so I lost and I cried... But it got me interested in how to use the calculator.

80
Introduce Yourself! / Hi
« on: November 22, 2013, 03:46:43 pm »
Hello, I am Omegaxis213 and I enjoy programming even though some people think it is weird since I walk around programming without looking up... but I am eager to learn and so I came to this website.

81
Axe / Re: New Tilemapping Tutorial With Example
« on: November 20, 2013, 10:36:08 pm »
Here is the code:
Code: [Select]
.STARCRAF

.CHARACTER
[0000000000000000]->Pic1
[FF818181818181FF]
.STORE YOUR SPRITE DATA FIRST, I'M ASSUMMING YOU WANT MONOCHROME SPRITES
prgmSTARCRAD
.MAP DATA, REMBER THOSE NUMBERS? ADD 0's RIGHT BEFORE THEM, AND STORE THEM TO A POINTER
[020202020202020202020202020202020202020202020202]->GDB1
[020202020202020202020202020202020202020202020202]
[020202020202020202020202020202020202020202020202]
[020202020101010101010101010101010101010102020202]
[020202020100000000000000000000000D0D0D0102020202]
[020202020100000000000000000000000D0D0D0102020202]
[020202020100000000000000000000000D0D0D0102020202]
[020202020100000002030400000000000000000102020202]
[020202020100000005060700000000000000000102020202]
[020202020100000008090A00000000000000000101010202]
[0202020201000000000B0000000000000000000000000202]
[0202020201000000000B0000000000000000000101010202]
[0202020201000000000B0000000000000000000102020202]
[020202020100000000000000000000000000000102020202]
[020202020100000000000000000000000000000102020202]
[020202020100000000000000000000000000000102020202]
[020202020100000000000000000000000000000102020202]
[0202020201000000000000000000001B18191A0102020202]
[020202020101010114151614151614151C1D1E1F02020202]
[020202020202020202020202020202020202020202020202]
[02020202020202020202020202020202020202020202020202]

.ENGINE

.P AND Q ARE THE LOCATION OR THE TOP CORNER OF THE MAP DATA
0->P->Q->V->H->I->J->theta->{r1}->G->K->L->M->W

GDB1->C

rand^20+1->D

Repeat getKey(15)

Z->Y

Output(1,1,P>Dec,[i]
Output(1,5,Q>Dec,[i]

Q*24+P+126->Z

.P+(getKey(3) and (({Z+1+GDB1}=0) or ({Z+1+GDB1}=11) or ({Z+1+GDB1}=13)))-(getKey(2) and (({Z-1+GDB1}=0) or ({Z-1+GDB1}=11) or ({Z-1+GDB1}=13)))->P

.Q*24+P+101->Z
.Q+(getKey(1) and (({Z+24+GDB1}=0) or ({Z+24+{L1}}=11) or ({Z+24+{L1}=13)))-(getKey(4) and (({Z-24+{L1}}=0) or ({Z-24+{L1}}=11) or ({Z-24+{L1})))->Q

If getKey(3) and (I=0) and (J=0) and (({Z+1+C}=0) or ({Z+1+C}=11) or ({Z+1+C}=13) or ({Z+1+C}=9))
1->I
32->{r1}
End
If getKey(2) and (I=0) and (J=0) and (({Z-1+C}=0) or ({Z-1+C}=11) or ({Z-1+C}=13) or ({Z-1+C}=9))
-1->I
64->{r1}
End
If getKey(1) and (I=0) and (J=0) and (({Z+24+C}=0) or ({Z+24+C}=11) or ({Z+24+C}=13) or ({Z+24+C}=9))
1->J
0->{r1}
End
If getKey(4) and (I=0) and (J=0) and (({Z-24+C}=0) or ({Z-24+C}=11) or ({Z-24+C}=13) or ({Z-24+C}=9))
0-1->J
96->{r1}
End
If getKey(1) or (getKey(2)) or (getKey(3)) or (getKey(4)
theta+1->theta
If ({Z+24+C}=13) and ((L!=P) or (M!=Q))
D-1->D
P->L
Q->M
End
If ({Z-24+C}=13) and ((L!=P) or (M!=Q))
D-1->D
P->L
Q->M
End
Else
0->theta
End

H+I+I->H
V+J+J->V

If H-8=0 or (H+8=0
P+I->P
0->H->I
End
If V-8=0 or (V+8=0
Q+J->Q
0->V->J
End

If getKey(54) and (G=0) and (K=0)
1->G
End

If (getKey(54)=0) and (G=1) and (K=0)
1->K
End

If getKey(54) and (K=1)
0->K
0->G
End
If K=0
Pause 80
End

.If Y!=Z
sub(MAP)
.End

Pt-Off(40,32,Pic1+8
.Pt-Off(40,24,Pic1+{r1}

DispGraph


If getKey(55)
[20]->{127+C}
[21]->{128+C}
End
End

Lbl MAP

Q*24+P->Z

ClrDraw
For(B,0,9
For(A,0,13
Pt-On(A*8-8-H,B*8-8-V,{B*24+A+Z+C}*8+Pic0
End
End


.This is prgmSTARCRAD
..DATA
.GROUND TILE,1
[0000000000000000->Pic0
.EMPTY SPACE,2
[FFFFFFFFFFFFFFFF
.RIGHT BAR,3
[0101010101010101
.LEFT BAR,4
[8080808080808080
.CRYSTAL,5
[E395994A4C24261E
.LEFT VESPENE GAS,6
[001C223E2241C03F
.RIGHT VESPENE GAS,7
[0038447C820183FC
.TOP LEFT SIDE,8,9,A,B
[FF808080EAFF8098
[FF000000AAFF0030
[FF000000AAFF00F8
[FF000000AAFF00F8
.BOTTOM LEFT SIDE,C,D,E,F
[A79F807F00000000
[C9F000FF00000000
[55F800FF00000000
[54F800FF00000000
.TOP MIDDLE SIDE,10,11,12,13
[FF00000055FF007C
[FF00000055FF007C
[FF00000055FF007C
[FF00000055FF007C
.BOTTOM MIDDLE SIDE,14,15,16,17
[AA7C00FF00000000
[AA7C00FF00000000
[AA7C00FF00000000
[AA7C00FF00000000
.TOP RIGHT SIDE,18,19,1A,1B
[FF000055FF00001F
[FF000055FF00001F
[FF000055FF00000C
[FF010157FF010119
.BOTTOM RIGHT SIDE,1C,1D,1E,1F
[2A1F00FF00000000
[AA1F00FF00000000
[930F00FF00000000
[E5F901FE00000000
.BARRACK,20,21,22,23,24,25,26,27,28,29,2A,2B,2C,2D,2E,2F,30,31,32,33
[0C0C0C0C0C0C0C0D
[0000000000001FE0
[000000000000F807
[30303030303030B0
[0E10204C8D8D8D8C
[000738C03C4381C2
[00E09C4781C23C03
[70080432B1B1B131
[CCECFCFEFFFFFFDF
[3907000000E0FFFF
[1CE000000007FFFF
[33373F7FFFFFFFFD
[D7D5D5D5D5D55535
[FFDF404C52524C40
[FFFD8199A5A59981
[F5D5555555555556
[0F00000000000000
[E01F000000000000
[83FC000000000000
[F800000000000000
.UFO LAB,34,35,36,37,38,39,3A,3B,3C,3D,3E,3F
[0000000F708080F0
[03047890100C0300
[C0201E090830C000
[000000F00E01010F
[FFFFE7C3C3E7FF7C
[80FFFFE7C3C3E77F
[01FFFFF3E1E1F37F
[FFFFE7C3C3E7FF1F
[090A0A0A0A0A0A00
[FF01010101010100
[4040404040404000
[C828282828282800

82
Axe / Re: New Tilemapping Tutorial With Example
« on: November 19, 2013, 10:42:11 pm »
Do I have to type the code out or is there an easier way to do it?

83
Axe / Re: New Tilemapping Tutorial With Example
« on: November 18, 2013, 09:51:39 pm »
I have another question. I converted my map data to {C}, and then I do [21]→{127+C} and after that I write [22]→{128+C} but then when I run the program it shows me a picture of something completely different. 

84
Axe / Re: New Tilemapping Tutorial With Example
« on: November 15, 2013, 05:52:05 pm »
I have another question. Is every two character in the gdb as one byte or is it 2?

85
Axe / Re: New Tilemapping Tutorial With Example
« on: November 13, 2013, 09:52:33 pm »
I have a question. If you want to change the GDB easily by changing one row instead all the rows how can you do that because then I can make like you can have a building being built.

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