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Messages - Roboman

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106
TI Z80 / Re: [AXE] Bullet Hell
« on: November 22, 2012, 12:01:03 pm »
I guess you are right.  I updated Axe on my calculator, and printed out the v1.1.2 Command List.
I tried to compile my source without modifying it at all and it works! :D.
I was just jumping to conclusions ;).

I am going to work on getting inline documentation today(even though it is thanksgiving, I feel like doing it XD), and I want to know...  Is there any way to upload my code before 40 posts?
(aka putting a link to mediafire)
Spoiler For Spoiler:
Quote from:  the Omnimaga download section
you can link to the file info page on www.ticalc.org, www.cemetech.net or www.tiplanet.org if it is also available there, but no other sites are allowed right now
Oh... nevermind.
Or is doing anything like that against the rules?  I don't remember reading any rule like that and I don't want to dig through the rules list again x.x.

107
TI Z80 / Re: [AXE] Bullet Hell
« on: November 21, 2012, 09:34:54 am »
And yes Axe 0.2.2 is outdated, it's up to 1.1.2 now. ;)
oh... snap...
I downloaded the wrong one.
Now i have to learn so much new and changed syntax, its almost like a transition from C++ to java.
 :banghead:

108
TI Z80 / Re: [AXE] Bullet Hell
« on: November 20, 2012, 09:39:33 pm »
Ok, will do the documentation.  And I am going for filling the screen with bullets much like in bullet audyssey.
*Edit* miniature scripting system?

109
TI Z80 / [AXE] Bullet Hell
« on: November 20, 2012, 09:32:30 pm »
My own project thread as my second post 8)
A bullet hell is basically filling the screen with bullets and you want to avoid dying to them.
I have been working on this for ~ 1 week before I joined Omnimaga.
Here is the game in its current state running with a run through the source code(it is open source for the moment, mabie even through finishing the project)

I would include source code, but I have yet to reach 40 posts.
It will likely consist of a boss battle, a trip to the upgrade menu, and rinse and repeat until you die or run out of bosses to fight. 
One problem though,  I need boss routines.
The one shown in the image is the most difficult pattern of bullet spawning i have yet to discover, but difficulty is not the only goal.  They need to be sweet patterns(much like those found in the link).  I really am drawing a blank as to how to do this, so any help would be nice!

*Edit* I am using AXE 0.2.2. Is this outdated?
If you can create a boss Subroutine that gets called once a frame, that boss will be named after you :D
                                                                                           You can name that Boss


Ok... here is some documentation.
Spoiler For Spoiler:
D = # of bullets
Sprite 1 = bullet
sprite 2 = ship
h = hp*256(it is inflated for accuracy)
a = ship's x position(not inflated)
b = ships y position(also not inflated)
every bullet uses 6 bytes(2 for x pos, 2 for y pos, 1 for x speed, 1 for y speed)
f points to the start of the current bullet
{f}r =x pos
{f+2}r=y pos
{f+4}=x speed
{f+5}=y speed

will do some inline documentation with comments but for now this is what i got

110
Introduce Yourself! / It's me, Roboman
« on: November 20, 2012, 08:32:20 pm »
Hello!
I am Roboman, a male born in '95(so the age stays current)
There is one thing you should know about me more than anything else...
I am a sloppy coder.  I tend to think up pseudo code and jot down actual code immediately.
What normally happens is it throws errors at me, which I correct to obtain working code. :)
But when I started working with AXE...

 
 ;D            D:                :banghead:                        :mad:

Since then I have gotten better at it.(at least a little)





I am getting tired of staring at this same post... I will edit it later if i need to ad...

And I heard you give peanuts to newcomers...
I want dem peanuts :w00t:

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