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Messages - LincolnB

Pages: 1 ... 20 21 [22] 23 24 ... 77
316
Graviter / Re: Graviter
« on: December 10, 2011, 11:45:22 pm »
MOAR LEVEL!

317
Miscellaneous / Re: Userbars: Do you make any?
« on: December 10, 2011, 11:43:57 pm »
oh right, okay.

318
Humour and Jokes / Re: If there was tech support in botswana...
« on: December 10, 2011, 11:39:35 pm »
Go eat some cheese

I can't find any sufficiently aged chees

319
Axe / Re: Axe tile mapping! HELP!
« on: December 10, 2011, 11:15:18 pm »
lol yeah, that's correct, assuming your map data is in GDB1.

320
Axe / Re: Axe tile mapping! HELP!
« on: December 10, 2011, 07:41:59 pm »
With scrolling, you need an X offset and a Y offset, in pixels. I use T for the X offset, and S for the Y offset. Assuming you have a pointer to the tilemap in W and the start of the Tile sprites in Pic1, using A, B, C, D, and E as temporary variables...

Code: [Select]
ClrDraw

0-(T^8)->C
For(A,T/8-1,T/8+11
0-(S^8)->D
For(B,S/8-1,S/8+11

If {B*WIDTH_OF_MAP+A+W}->E
Pt-On(C,D,E-1*8+Pic1
End

D+8->D
End
C+8->C
End

Dispgraph

So when T is 8 and S is 8, you're at the top-left most corner of the tilemap. You can increment/decrement T and S using the arrow keys.

321
TI Z80 / Re: Seeker
« on: December 10, 2011, 07:26:32 pm »
You know the Axe command Full? This doesn't use that, it uses normal speed.

322
TI Z80 / Re: Seeker
« on: December 10, 2011, 07:20:23 pm »
Okay, I spent the last coupla hours working on this. I set up a physics engine that has perfect collisions, using only pxl-Test. This thing has no tilemap :)



BTW, this is all 6MHz. Also, if you noticed from the screenie, the engine supports slopes as well. Source is attached.

323
TI Z80 / Re: Seeker
« on: December 10, 2011, 01:56:59 pm »
I know I got that, sorry, PLEASE OMNI GODS! SEND AN INTELLIGENT CODER WHO KNOWS PXL-TESTING TO THIS THREAD!!!   (and not saying you guys can't help, but I think we all need one of this people.)

Hello? ;) I'll see what I can do, you're asking about getting realistic gravity working with pixel testing commands, right?

324
Axe / Re: Velocity
« on: December 10, 2011, 01:51:25 pm »
Think of it this way: let's say you want to move to the right 1.5 pixels per frame. But you can't have half pixels - so instead, you double your X coordinate, and divide by two. Make an improper fraction of sorts, because Axe can easily store those, instead of a decimal, which is harder. Change it so that instead of moving 1.5 pixels per frame, you use 2x inflation and move 3 pixels, but divide your X coordinate by 2 each frame. Axe rounds all division operations, so it's going to round the fraction to the nearest pixel.

That probably made no sense. Example:

Code: [Select]
.Move character 1.5 pixels per frame to the right
.when the User presses the right key

0->X
[CHARACTER_SPRITE]->Pic1

Repeat getkey(15)

.If they press right
If getkey(3)
X+3->X
.Add 3/2, not 1.5
.They look like the same - however, since 3/2 always returns
.1 in Axe (because it rounds down), we had 3, and divide
.by 2 later on in the code.
End

ClrDraw
Pt-On(X/2,0,Pic1)
Dispgraph

End

^^In this example, I'm only using 2x inflation. 256x inflation means you can move 1/256 of a pixel each frame.

Did that make sense?

325
Music Showcase / Re: The Game that we Lost (song)
« on: December 09, 2011, 10:09:33 am »
*bump* just listened to this, I have to say, wow, it's very cool, especially at 1:23, with the syncopated bass and drums, it was pretty awesome.

326
The Axe Parser Project / Re: Features Wishlist
« on: December 09, 2011, 09:53:12 am »
Yeah, Parser, it's the equivalent of going like this:

Data(1ST_BYTE_OF_APPV,2ND_BYTE_OF_APPV,3RD_BYTE_OF_APPV,etc)->GDB1

327
Axe / Re: Velocity
« on: December 09, 2011, 09:50:14 am »
Do you understand the idea behind 256x inflation, and why it's a good idea?

328
The Axe Parser Project / Re: Features Wishlist
« on: December 07, 2011, 11:20:50 pm »
Okay, I've mentioned this before, and I'm not sure if it's in 1.0.5 cause I'm still using 1.0.3, but I would really like to say support for appvar absorption, where the source needs the appvar, but the executable doesn't. So, like when you absorb a Pic from TI-OS into an axe program, you go [Pic1]->POINTER, I'd like to see something like [appvANAPPVAR]->POINTER. Does that make sense?

329
Axe / Re: Velocity
« on: December 07, 2011, 06:45:12 pm »
BUTTSFREDKIN I LOVE YOU NOW...
(in a manly way... :P)

lol I certainly hope so.

330
Axe / Re: This code doesn't work D:
« on: December 07, 2011, 10:38:50 am »
I think the closing parentheses might be hurting you. I'm not sure if Axe does this, but Text(23,24,"1)------- might be registering the same way as Text(23,24,"1")

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