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Messages - XVicarious

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406
Axe / Re: Checking location in Tilemap and changing GDB value.
« on: March 09, 2011, 05:55:01 pm »
the second part
Quote
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
Axe / Re: Checking location in Tilemap and changing GDB value.
« 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
Casio PRIZM / Re: Casio RPG: The age of Slime
« 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 :P

409
Other Calculators / Re: TI-84 Pocket
« 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 :P
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
Other Calculators / Re: TI-84 Pocket
« 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
Introduce Yourself! / Re: Hello, I am Parker
« 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
Axe / Re: Checking location in Tilemap and changing GDB value.
« on: March 09, 2011, 04:04:18 pm »
Updated :D

sorry for double post :O

413
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 :D  :D

414
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
D: Oh no lol. How shall I learn now!? lol.

416
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
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
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
Axe / Checking location in Tilemap and changing GDB value.
« on: March 08, 2011, 11:12:48 pm »
This is old, I figured this out.
Spoiler For Spoiler:
So...

I would like to test if my cursor (x,y) is on my sprite, no variables right now and its always at the same position. I would like it to change Pic pointers. From Say Pic0R to Pic0B, but the catch is that it does it to adjacent tiles as well.. I've even kind of lost myself here...

Um... Here.

x = red
y = blue
z = green

XXXXX
XYYYX
XYXYX
XYYYX

now if you 2nd the x in the middle of the Ys, the Ys change to Xs. But I have no clue how to change these in Axe or even check if I clicked in the correct space...
I'll ask about the menu after I get this answered...

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
Other Calculators / Re: AxePaint
« 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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