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Messages - awalden0808
31
« on: October 31, 2011, 09:25:47 pm »
I've fixed up the GRPHJMP program so that it tests for the goal markers in the 0 pixel row and 0 pixel column, and ends the program once you make it to the goal. The way I set it up, it doesn't store anything in the goal variables if a goal isn't specified, so unlimited playing time is still allowed and old levels are unaffected by the update. I have yet to upload it, but I will probably this weekend.
And there are two features I might consider adding. I noticed the special key codes for the up+right / down+right etc. key presses, so I might put the original key tests in a subroutine, do the same for a new one with the two-key presses (I'll get rid of the left/right lock thing), and give the option to use either of the two control sets.
Also, I thought it would be cool if I could set up a program that converts the graph to hexcode, so there would be more storage availability when it comes to levels. It could store the hexcode to a string, or if possible, store it automatically into a program to use as a list. I was hoping there would be a way to send that hexcode to the program, then take the program and read the hexcode from that program, depending on which level you choose (there would be labels, and it could store the hex after the specified label into another variable, to be drawn on the graph).
Let me know if this is possible. I'd like to do away with pictures for level sharing.
32
« on: October 24, 2011, 09:33:02 pm »
33
« on: October 24, 2011, 09:25:08 pm »
Oh, right, sorry! I actually have a version I forgot to upload I wanted to add some more before releasing it though, but I do really have a version that has those features finished!
Sprite widths of multiples of 4?
34
« on: October 23, 2011, 09:07:00 pm »
Your a bit late, sorry, I am already almost finished.... If you still want to make one, you could make instead it with rectangles.
Or I could make it with... CIRCLES! :O
35
« on: October 23, 2011, 09:41:01 am »
Feature request: is there a way so we can use loops within the argument of commands, like: If Pxl-Test(B+11, For(A,1,7):A:End)
Genius. Do this. It would help for the goalsetting feature I need to add to the GGRPHJMP program. Another feature request: Sprite widths of multiples of 4 instead of 8, considering that's how hex works. I want to clone Tetris and I want more compact codes instead of C0C0C0C0C0C0C0C0... etc.
36
« on: October 22, 2011, 09:09:56 am »
I'll try that one out, but just make sure you've got A set to 0 because otherwise it won't enter the Repeat loop.
37
« on: October 22, 2011, 08:33:01 am »
It's not working for me. I want to work with sprites, so I'm trying to recreate your Sprite program in the pdf. Do I need to add Stop at the end, or is it not working with hex code??? I don't know what's going on...
EDIT: All of my Grammer programs are working fine except for this one. Note that they still say ".0:Asm(prgmGRAMMER" at the top, and I haven't even reinstalled the Grammer program after the multiple RAM clears.
EDIT': I archived it, put a .0: at the top, and now it works fine. I think I might have missed a line or something... But again, somehow all my other programs which I have yet to edit after downloading the app are still working.
EDIT'': Another RAM clear. I did not edit it at all. But then I went into the program and realized I probably screwed it up by forgetting to reset the getkey variable, which was still @ 15 (Clear, exits the program). I really think there should be something done about the RAM clears. I can get around it by keeping everything archived (I edit my programs in Doors and then run them from Doors or Grammer), so it's really just a nuisance at this point.
EDIT''': AAAAAAAGGGH!!!! It cleared again. I'm 100% sure I have a 16 bit hexcode in there. It worked fine with 8 bit but 16 bit screwed it up (I think...).
EDIT'''': WTH IS GOING ON??? Adding Stop to the end fixed it. Yep. Stop. At the end. :\
EDIT''''': All that's worked out, but just wanted to let you know that DataSwap for Pt-On( isn't working at all. Just draws it, doesn't erase it. I don't want to use overwrite and erase, because I want to be able to possibly have a background.
38
« on: October 21, 2011, 08:54:53 pm »
I was having problems with the App, then I realized you hadn't updated the first post's file. So I downloaded the .8xk you attached and everything worked perfectly. Just need home screen running!
39
« on: October 21, 2011, 07:03:09 am »
Archived programs from home. READY GO!!
40
« on: October 21, 2011, 07:03:05 am »
USB Communication Error: Flash application has a bad signature.
41
« on: October 20, 2011, 08:22:31 pm »
That can be tomorrow's project! Also, curious as to how the Grammer app will work...
42
« on: October 20, 2011, 08:09:28 pm »
Attached is a level I made today. I'm not done with it yet... I was thinking of making it difficult to return to the start if you fall, so you would have to jump on a bunch more platforms just to get to the start again.
Also, I plan to scale down the playing field by one pixel so there's enough space to mark the x and y coordinates of the goal around the image (the program will start by testing for a turned on pixel in that area, and will store the coordinates into some variables). Implementing the goal into the actual level (with three around it, or something like that) would be too limiting on the level designing. I'll include the original version in the update as well so if the smaller playing window is too restricting the designer can use the original version (shouldn't be, but why not have the option?).
Or I could try converting the DRAW program to Grammer so I can access the 0 coordinates, which are outside the built-in Draw function's range... Which do you prefer?
43
« on: October 20, 2011, 05:43:10 pm »
Three four questions: I want to add screenshots of this program I made. How could I go about doing that? What exactly are appvars and how do I use them? I've been playing around with the particles function in Grammer, and just wanted to know if there was anything else I could do with it, like using the particle physics to make a Line Rider / Free Rider kind of game (acceleration/deceleration). How can I generate a random number, like randInt( in BASIC?
44
« on: October 19, 2011, 10:38:29 am »
I made a pretty ingenious program that gives you the key code upon key press for Grammer. Since Grammer doesn't have a Disp function I put a Disp function after Grammer is ended. And since variable values don't carry over between Grammer and BASIC, but the graph does, I turned on the pixel (1,X), X being the getkey value, and then in the BASIC code at the end I tested for that coordinate to get the value. Really useful for when there isn't a value chart on hand. I don't have a USB cord with me, but when I do I'll attach the program. EDIT: I lost the game...
45
« on: October 14, 2011, 10:38:00 am »
Save it in group?
PERFECT. Thank you.
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