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Messages - Xeda112358
Pages: 1 ... 144 145 [146] 147 148 ... 317
2176
« on: March 09, 2012, 07:49:22 pm »
2177
« on: March 09, 2012, 07:14:48 pm »
Hmm, I will have to take a look at this, finally... It seems very useful! I am very much not up to date with Axe .__.
2178
« on: March 09, 2012, 01:47:05 pm »
That would be cool I will eventually try to make a method for a scrolling map, but I am not sure how I will handle enemies and whatnot
2179
« on: March 09, 2012, 01:43:03 pm »
Yes, it is indeed Grammer Also, I have now updated it to include: Detection when you are caught Display text when you win, lose, or exit Returns back to the main menu Resizing option for the tiles at the main menu To resize, 8 makes the tile taller, 2 makes it shorter, 6 makes it wider, 4 makes it thinner. Included here are the documentation and whatnot as well as the updated file.
2180
« on: March 09, 2012, 10:20:16 am »
Thanks For the curious, I want to make the AI for the enemy smarter by doing this: When it has not changed position, I will use another buffer and it will plot a pixel where it got stuck so it will say "don't go here!" Once it has back tracked enough to find another path, those pixels will be cleared so that it can go back if it needs to. That way, you cannot just stay in a spot and hide out
2181
« on: March 09, 2012, 10:12:14 am »
Thanks I edited my first post just now with the editor controls. I think the idea is neat because it uses the pixels in Pic1 and each tile changes depending on the pixels around it
2182
« on: March 09, 2012, 09:53:10 am »
Update 9 March 2012: http://ourl.ca/15476/290273
This game is a classic maze game with a twist-- an enemy seeking you out through the maze. Currently, there is no code to handle being caught, but it still is a bit freaky when all of a sudden you see the enemy pop out of nowhere, easily navigating the maze to find you. You can make a maze by drawing on Pic1 or using the built in editor. Step mode means you take one step at a time and so does the enemy. Personally, I find this excruciating. Action mode is much more fun Even if you aren't moving, the enemy still seeks you out. Mazes are 64x96, but only a portion is shown on the screen. If you are daring enough, you can open up the program and resize the tiles accordingly (smallest should be 3x3 and largest is 15x15). Anywho, feel free to ask questions and stuff! I still need to add more to it, but you can see how this could easily turn into an Advanced Wars level editor >.> EDIT: Also, the enemy starts in the lower right corner, so if you have no path linking to that, you won't be chased. Also, press Clear to exit. EDIT2: Er, I forgot to mention the editor controls: [Enter] will draw a tile [Del] will remove the tile [2nd] will toggle the tile
2183
« on: March 05, 2012, 08:39:55 am »
Il y a un tuto en anglais, mais le tuto et un peu mauvais .__. je pense que si je peux écriver un tuto en français, je pouvais écriver le meme tuto en anglais et les lecteurs pourraient-il lire. err, désolé pour la grammaire There is an english tutorial, but it is a bit bad. I thought that if I could write a tutorial in french, I could write it better in english and make it easier to read.
2184
« on: March 03, 2012, 02:46:32 pm »
It would take a lot more memory, but if you wanted it to still be speedy, too, you could make several buffers containing the data in layers. For example, 3 buffers could make each pixel in 8 different states. To better save on memory, you could store the location of a few pixels and what they do in memory and just check to see if the region does anything. You could still use tilemaps and not the command. For example, I made a maze like program that used 6x6 tiles and a buffer that contained the values for those regions. The program would manually draw the stuff, but it was easy to see if you were on a warping tile or a tile that would kill the player or whatnot.
2185
« on: March 03, 2012, 02:35:47 pm »
2186
« on: March 03, 2012, 02:31:31 pm »
You can add an enemy if you want, sure You can also create another buffer to hold killing pixels and you pixel test those buffers to figure out if you are on a bad space (that actually sounds like a really good idea o.o )
2187
« on: March 02, 2012, 02:01:10 pm »
I completely forgot to give a heads up, but I have spring break starting about a half hour ago. My internet access will be a bit limited, so updates will not be here for a little while. Maybe I might get some more cool stuff done Then again, I have a few tons of homework to muddle through
2188
« on: March 02, 2012, 11:09:20 am »
Hello, Mr. Austin! I must say that this Prizm has been helping me out. I was in Differential Equations and a friend needed a calculator, so I let him use my TI-84+SE calculator and I got to play with the Prizm. It was very lovely to use indeed
2189
« on: March 02, 2012, 09:24:51 am »
I have a picture of my eye o.o Now you know my secret My eyes don't actually look like this all the time ----->
2190
« on: March 02, 2012, 07:41:55 am »
Yeah, I should get those to be compatible .___. I can definitely work on that, actually Also, I am glad you find the token hook appealing And yes, Send( is MakeVar(. If you need to check what the token names are in BASIC, you can change the header and it will automatically revert
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