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Messages - LincolnB
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796
« on: September 19, 2011, 09:59:18 am »
Your pictures take up 768 bytes, right? Why not store all your pics consecutively, so having a 768 byte appvar for one pic, a 1536 for two pics, etc. If you have, say, 35 pics to store, you'd need an appvar that's 26,880 bytes, and obviously it'd need to be in the user archive. If you have it loaded in Y1, you could load the first pic into a RAM location (say, GDB1) like so: Copy(Y1,GDB1,768) . You could then load, say the twenty-seventh picture like so: Copy(26*768+Y1,GDB1,768) . The pseudo code for this would be something like: Copy(number_of_pic_to_load_counting_from_zero * 768 + Y1, RAM_location_to_load_to, 768)
797
« on: September 19, 2011, 09:49:15 am »
ok so i had this idea while on a 30 mile boyscout kayaking trip.
FLATLAND! the biggest untapped game idea ever. so... *insert name* in flatland.
Ok this would be like an RPG/Puzzle game like Zelda. Basically it would be a 3d game where you went around flat land trying to help them solve their problems with your height. You could see over mazes and stuff like that.
...can you elaborate?
798
« on: September 18, 2011, 10:20:35 pm »
Oh goodie! Teach him the ways.
799
« on: September 18, 2011, 10:15:17 pm »
I guess that's true. I started with computer programming type things like HTML, then moved to Java and C++ briefly, leafed through TI-Basic for a bit, and settled on Axe. But yeah, the hardest part about Axe is getting started...
800
« on: September 18, 2011, 10:13:58 pm »
Hey, I was in a symphony and we played Night on Bald Mountain (bassoon ftw!) . It was pretty freaking awesome.
801
« on: September 18, 2011, 10:12:43 pm »
That looks pretty freaking awesome. As in, better than the Flash version of the same game. However, the countdown thing is kind of hard to say, it might be good to put it in a box with a cleared background or something.
802
« on: September 18, 2011, 10:09:20 pm »
But there's so many axe programmers XP
Mwa hah hah You WILL Join Us!
803
« on: September 18, 2011, 10:05:49 pm »
or Axe... We love Axe Programmers!!
804
« on: September 18, 2011, 09:54:32 pm »
805
« on: September 18, 2011, 09:51:20 pm »
Oooh, what kind of puzzle?
806
« on: September 18, 2011, 08:28:19 pm »
My first published game was a Platformer, Spacky Emprise. It sucked, but I really learned quite a ton. That's what I would recommend for you.
807
« on: September 17, 2011, 10:12:36 pm »
Pxl-On and all other buffer commands, including Text, Pt-On, Pt-Change, Pxl-Test, everything like that works via the following coordinate system: Let me know if that doesn't make sense. Also, Axe is low-level enough (low-level = fast (usually) (it's not a bad thing, just fyi)) that it doesn't come with the ability to change any window settings. Axe Parser, ASM, languages like that are low-level and don't have the same API like BASIC does. In short, no, you can't change the window settings. EDIT: Dang it, ninja'd! What exactly is your line question? Can you share more details?
808
« on: September 17, 2011, 10:01:40 pm »
Hidden switches, doors, and rooms, and also secret treasure and stuff is a good start.
809
« on: September 17, 2011, 09:59:53 pm »
As an Axe Programmer, you need to think of the screen differently than a BASIC programmer would. You no longer have to deal with Xmin and Xmax and AxesOff and functions like that. By default, the screen is 96 pixels wide and 64 pixels tall. To draw a pixel at one across and five down, use the following function: Pxl-On(1,5) . Using the following command draws a pixel at the top-left most corner - Pxl-On(0,0) . This draws a pixel at the bottom-right most corner : Pxl-On(95,63) . Hope that helps?
To display a message and wait for the user to press a key, try this code:
.TEST A simple test program DiagnosticOff Fix 5 ClrDraw Text(0,0,"Press any key...") DispGraph
Repeat getkey(9) End Fix 4
The line, Repeat getkey(9) waits for the user to press Enter.
810
« on: September 17, 2011, 05:48:13 pm »
that's a really good idea. I would love to join but I only know Axe...
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