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Messages - XVicarious
Pages: 1 ... 26 27 [28] 29 30 ... 33
406
« on: March 09, 2011, 05:55:01 pm »
the second part like 00 -> 01 and 01 -> 02 and 02 -> 00. But the thing is, each tile will have a different way they change the surrounding tiles. I have no idea to do this. The last time i ran into this in a project i just dropped it. I'm SourceCoding the files now.
407
« on: March 09, 2011, 05:45:59 pm »
*Entire* code of what? I do have a location variable. X and Y. I switched the tilemapper to I and J.
408
« on: March 09, 2011, 05:01:24 pm »
This looks really really good! I wish I could play it but I don't have a Casio calc. Maybe I'll get one if I ever have some extra money. Just so I can try this
409
« on: March 09, 2011, 04:44:59 pm »
I'm not upgrading to 4.3 until its untethered jailbroken. and really a dev kit is for iOS4 in general. The only thing they changed in 4.3 were minor and sadly patching holes used by hackers so we can get our jailbreaks And ralph, that is where i would release it... Apple doesn't like programmable emulators or emulators in general. If i had access to a mac I'd totally be able to work on it right now... But I don't. The only macs i work with are at school, and i tried to set up a virtual machine but it just got annoying. An
410
« on: March 09, 2011, 04:40:13 pm »
Funny you mention that Parker I started working on an emulator for iDevices. But I have to wait for the toolchain script to come out for the newer version of iOS.
411
« on: March 09, 2011, 04:36:55 pm »
I remember my first TI-Basic game. It was slow as hell. Pure Basic tho. None of that lib stuff... I promptly ported it to Axe. Then lost the almost completed source code
412
« on: March 09, 2011, 04:04:18 pm »
Updated sorry for double post :O
413
« on: March 09, 2011, 03:36:19 pm »
Yep, It works but it will not work on a 5x4 set, and returns crap on the 5th column. It will do a 4x5 though, but that doesn't work for my game edit: Fixed it
414
« on: March 09, 2011, 03:28:35 pm »
I found a simple little thing from nemo on how to do it, gonna try it now. I'm gonna rename the topic anyhow because the title is confusing lol
415
« on: March 09, 2011, 03:22:18 pm »
Oh no lol. How shall I learn now!? lol.
416
« on: March 09, 2011, 03:08:38 pm »
Okay... So I followed Cmpwn's tutorial... And got some strange results? Can this maybe because 1) How my sprites are formatted in "Pic0T" or 2) Just the version of Axe parser?
I'm just totally lost lol... My grid is a 5x4 grid, only 20 sprites on the screen at a time (not including the title i did as a sprite, which is 5 sprites).
417
« on: March 08, 2011, 11:48:04 pm »
No, no tilemap. Just drew all... 20 sprites lol. But reading Cmpwn's tutorial on Tilemapping right now. I only have 3 sprites so...
418
« on: March 08, 2011, 11:32:18 pm »
Oh, well I'm remaking a game. It was easier for me to think of it that way lol. Okay, I figured that. I suppose i could figure which one i am on because X will equal 8*column and same with Y... well row. But how about changing the "color" of them, or do I have a mass of different states of them?
419
« on: March 08, 2011, 11:12:48 pm »
This is old, I figured this out. Now that I finished that... How would I check what tile I am on and change tiles around it? Okay I have X = tile 0 Y = tile 1 x = tile 0 with cursor XXXXX XYYYX XYxYX XYYYX if I second x, i want to check the values in a square around it, and up them by one. like 00 -> 01 and 01 -> 02 and 02 -> 00. But the thing is, each tile will have a different way they change the surrounding tiles. If I could figure out one, i could figure out the rest. I used Nemo's tilemapping example ( http://ourl.ca/7512/130274) and made a few changes so that it did a 5x4 grid.
420
« on: March 08, 2011, 10:22:07 pm »
may I suggest that you instead of resizing the canvas for 8x8, you make it the same size but a bigger cursor?
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