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Messages - LincolnB

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706
Miscellaneous / Re: Why Johnny Can't Code
« on: September 23, 2011, 07:06:08 pm »
I would love BBC Basic for 83+ if it weren't for the craptastic editor

707
Elimination / Re: Elimination: A New FPS
« on: September 23, 2011, 07:05:32 pm »
Me too!

708
TI Z80 / Re: Essence
« on: September 23, 2011, 04:47:47 pm »
oooh, just had an idea - with that night sky backdrop, all the tiles and also your character could be white! That would look so cool!

709
TI Z80 / Re: Metroid Ethos
« on: September 23, 2011, 10:42:56 am »
+1 for epic screenshots

710
Oh goodie! Teach him the ways.
What about me? teach me the ins and outs of axe...
you say starting axe is the hardest part, why is that? ???

Because the number one all time best way to learn how to program is to figure stuff out yourself. A couple months ago, I was in a rut, because I couldn't think of any axe projects I could code at my current skill level (at the time). So, I made a platform game. It sucked. Some of you are familiar with it, Spacky Emprise. But I have increased exponentially since that point, because I've made more games, and figured more stuff out. That's what programming is all about - figuring stuff out.

711
TI Z80 / Re: Essence
« on: September 23, 2011, 10:32:59 am »
hmm...personally, I like it better without windows.

712
Axe / Re: Making Axe Applications
« on: September 23, 2011, 10:24:33 am »
No, but if you have an appvar or some free ram, you can write nibbles to there. Correct, calc84/runer112/anyone else?
Yes, but you'd use the normal nibble commands for that.

Oh, ok. Got it.

713
Axe / Re: Few Questions..
« on: September 22, 2011, 10:55:45 pm »
I wanna know few things:
1. Can I import custom-named list from OS?
2. I see there's grp Token. What is the use of it?
3. How does enemy's AI in platform games work?

I can help you on the 3rd one. Basically, you have a set of rules governing your enemy. More rules usually means more advanced artifical intelligence.

you could have a data structure (read: array) set up for each enemy, and then iterate through each data structure for each cycle of the main game loop, and apply some rules based on the data that exists for the enemies.

For example:

Data Structure:
Zeros(100)->GDB0
.+0=type of enemy
.+1=animation
.+2=X coordinate
.+4=Y coordinate
.+6=X velocity
.+8=Y velocity

You can have up to ten enemies in this example, and you'll have to load up code for each enemy by hand, or write a program to do it for you, or make it part of your tilemapper.

After you have the data structure, you would have as a part of your main game loop:

Code: [Select]

For(A,0,9)

.add XVelo to XCo and YVelo to YCo
{A*10+GDB0+6}r+{A*10+GDB0+2)r->{A*10+GDB0+2}r
{A*10+GDB0+8}r+{A*10+GDB0+4)r->{A*10+GDB0+4}r

If {A*10+GDB0}=0
.do some stuff based on the ruleset
.for what to do for type 0 enemies
ElseIf the type = 1
.do some stuff based on the ruleset
.for what to do for type 1 enemies
ElseIf the type = 2
.et cetera
Else
.you get the idea
End

End


Where r is the little superscript r thing.

And then, you would just have a display function that displayed the enemies at their X and Y coordinates with whatever animation crap you wanted.


Some example rules you can implement (all implemented in the form of if statements)

If enemy touches player
decrease player's health

If enemy is to the left of player
move enemy to the right

If enemy is to the right of player
move enemy to the left

If the enemy hits an object
make it go in the opposite direction


Et cetera et cetera et cetera.

714
Miscellaneous / Re: Do you think you are a nerd?
« on: September 22, 2011, 10:42:07 pm »
No, "mods" refers to moderators, people who have lots of power and can do stuff like merge topics for example, so you don't have a seperate topic and poll and stuff like that.

715
News / Re: A New "Wave" of Physics Simulations
« on: September 22, 2011, 10:39:54 pm »
I am honored to have my water track simulation included in this set of wonderful programs. :)

716
Art / Re: Super Meat Boy for the Calc (possible?)
« on: September 22, 2011, 10:38:17 pm »
it looks like the RAM itself to me. it's an easy problem to fix.

717
Miscellaneous / Re: Do you think you are a nerd?
« on: September 22, 2011, 10:37:41 pm »
Mods, want to merge the topic and the poll?

718
Art / Re: Super Meat Boy for the Calc (possible?)
« on: September 22, 2011, 10:36:56 pm »
btw leafiness0, the demo in the thread link you just posted looks l33t. just saying. I really like that character sprite animations.

719
Miscellaneous / Re: Do you think you are a nerd?
« on: September 22, 2011, 10:36:04 pm »
I'm a nerd, but I also hang out with people a lot, so I'm not really anti-social or really socially akward or stuff like that.

720
Humour and Jokes / Re: What is your favorite joke?
« on: September 22, 2011, 10:34:57 pm »
lol

Why did the plane crash?


Spoiler For Answer:
Because the pilot was a tomato!
You put this joke 2X

rotfl I didn't even realize that!

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