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Messages - aeTIos

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3061
TI Z80 / Re: Contest entry - Continuity
« on: May 24, 2011, 02:54:43 pm »
I dont know if there will be a level editor. Most likely.

3062
TI Z80 / Re: Sort of 3D Platformer-Contest Entry
« on: May 24, 2011, 02:33:51 pm »
lol it has already ported to 86

3063
TI Z80 / Re: Sort of 3D Platformer-Contest Entry
« on: May 24, 2011, 01:53:02 pm »
It doesnt, that is caused by the isometric.

3064
TI Z80 / Re: Contest entry - Continuity
« on: May 24, 2011, 01:51:45 pm »
Next: Zooming. I have now ~20 different tiles.

3065
TI Z80 / Re: Contest Entry: Clones
« on: May 24, 2011, 10:53:57 am »
Yeah, that would make the game way more challenging.

3066
TI Z80 / Re: Contest entry - Continuity
« on: May 24, 2011, 10:51:40 am »
No, that was a crap screenie. it is okay now.

3067
TI Z80 / Re: Contest entry--Nymless
« on: May 24, 2011, 10:17:17 am »
This is a really cool game, cant wait to play!

3068
TI Z80 / Re: Contest entry - Continuity
« on: May 24, 2011, 08:45:00 am »
Update Update Update!
The scanning is waay too fast (Since there were only 3 programs on the emu xD)
On a real calc it'll take ~2-5 seconds, depending of how many files you have.

Screenie:

3069
TI Z80 / Re: AXLE - 2011 Axe Platformer Contest
« on: May 24, 2011, 06:45:16 am »
Ouch, cooool!

3070
TI Z80 / Re: Axe Contest Entry: Possibly Doodle God
« on: May 24, 2011, 06:40:29 am »
Yeah, I'm thinking of something, possibly Doodle god at the moment.
And aeTIos, good luck with Continuity, it's a great game, and it looks like you've made great progress!
Thanks! And good luck on your game!

3071
Axe / Re: [TUTORIAL] Making a platformer engine in Axe
« on: May 24, 2011, 04:36:12 am »
8XPs coming when this is finished.

3072
Axe / Re: [TUTORIAL] Making a platformer engine in Axe
« on: May 23, 2011, 02:08:59 pm »
Update!

3073
Axe / [TUTORIAL] Making a platformer engine in Axe
« on: May 23, 2011, 01:24:38 pm »
Okay, since I wanted to do something special for my 1000th post, I decided to write a tutorial on doing platformers. What? Oh, you can't wait? Let's start, then!

The first thing we need, is a tilemap. In this tutorial, I'm using a simple, very awful, but useful tilemap.

Put this in prgmPLATFTLM:
Code: [Select]
.AXTILEMP
.Map:
[000000000000000000000000→Str1TM
[000000000000000000000000 
[000000000000000000000000
[000206050000000000000000 
[000300040002060500020605 
[000300020605000206000004 
[000300030004000300000004 
[010101010101010101010101 
.Tiles:

[FFAAFF55FFAAFF55→Pic1TL
[0F10204080808080
[8080808080808080
[0101010101010101
[F008040201010101
[FF00000000000000
[0000000000000000
.Now, we can draw the tilemap!
Lbl DMP
.Draw MaP
For(A,0,7
For(B,0,11
If {Str1TL+(A*12)+B}→Θ
Θ -1→Θ
Pt-On(B*8,A*8,Pic1TL+(Θ*8)
End
End
End
Return

If you run this code, you’ll see a not-so-very-bad looking tilemap (uhh, actually nothing, there’s no DispGraph xD).
Now comes the hard part: The collisions. There are 2 ways to do this:
1.   Pixel-based collision
2.   Tile-based collision

The tile-based collision is the hardest. That’s why I’m doing that first.

Put this code in prgmPLATFCOL:
Code: [Select]
.COLLISSN
Lbl COL
.COLlission
.Inputs: arg1=X ,arg2=Y ,arg3=dX to check,arg4=dY to check (I’ll explain later)
.Since we want it smooth-scrolling, we divide the X and Y value by 8 to get the corresponding tile
{Str1TL+(((Y+r2)/8)*12)+((X+r1)/8)}
Return

Okay, we can get the tile now, but there’s nothing to actually check something for!
We need an character, and we need to let it move right and left (Jumping and falling come later).
Put this in prgmPLATCHAR:
Code: [Select]
.CHARACTR
[187E243C7E3C5A66]→Pic1CH
Lbl MOV
.MOVe
If getKey(2) and (X≠0)
X-1→X
End
If getKey(3) and(X≠88)
X+1→X
End
Return
Lbl DCH
.Draw CHaracter
Pt-Off(X,Y,Pic1CH)
.You can also use Pt-Mask(), but come on, this is a tutorial!
Return

Now, that’s done, and we want to actually see something, right?
Put this in prgmPLATFRM:
Code: [Select]
.PLATFORM
0→X
55→Y
Repeat getKey(15)
ClrDraw
Sub(MOV)
Sub(DMP)
Sub(DCH)
DispGraph
End
Return
prgmPLATFTLM
prgmPLATCHAR
See how easy those sub-routines are?

3074
News / Re: A revolution in quadratic gaming, by Ralphdspam
« on: May 23, 2011, 01:05:53 pm »
I know. Also, 999th post!!

3075
Axe / Re: Appvar Detection Question
« on: May 23, 2011, 01:04:46 pm »
Memkit? Memkit!

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