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Messages - LincolnB
Pages: 1 ... 57 58 [59] 60 61 ... 77
871
« on: September 09, 2011, 05:26:29 pm »
If you're interested in sound and stuff, look around for Quigibo's Axe to Midi converter. I think it came with a set of subroutines/interrupts that allowed you to play the game while listening...
872
« on: September 08, 2011, 09:28:56 pm »
You may be interested in our extensive collection of Axe Parser Tutorials: http://www.omnimaga.org/index.php?action=articles;cat=12Browse around there, there really is a whole bunch of useful stuff. Also, be sure to check out the Axe Documentation.pdf file, the Commands.html file, and stuff like that. The commands.html file isn't so thorough, but it explains all the commands you can use, and gets you started so you can experiment with test-like programs to really figure stuff out. I remember reading about r1-r6 in Commands.html and thinking, uh, what? But it was all I needed to know to experiment and figure out what it meant. Good luck EDIT: Also, in case you don't already know, r1-r6 are found by pressing [vars] [3] or something like that.
873
« on: September 07, 2011, 10:58:19 pm »
I can't wait for the release so I can see how people are going to go about implementing it in their games ^^
Oh, I well absolutely use this in my current project.
874
« on: September 07, 2011, 10:50:26 pm »
2134: You're popular at lunch because you loaded 20+ people's calculators with Stick Ninja, Bubble Bobble, and Marc the Super Kid. (true)
875
« on: September 07, 2011, 10:44:26 pm »
What's CAS?
A CAS is a type of program, it stands for Computer Algebra System. Basically it let's you type in stuff like 2X=6 (and obviously much more advanced stuff) and have it solve for variables and other such math functions.
876
« on: September 06, 2011, 10:18:19 pm »
Oh pooh. I was afraid this was going to happen...DJ_O, we will miss you.
877
« on: September 06, 2011, 09:42:58 pm »
It was indeed, I got the gravity and acceleration/deceleration ideas/implentation from his tutorial.
878
« on: September 06, 2011, 09:19:18 pm »
I bet they last a week since it's his first ban and the nDoom policy isn't in effect. Maybe it's shorter, though. I just saw the +b and know he was banned on the site too.
What's the nDoom policy?
879
« on: September 06, 2011, 09:18:41 pm »
Yeah, there's a seperate array (I think I just used L1) with their coords. And the enemies didn't have any inflation but the main character did. Also lol the menu screen was kind of a cop-out. It was, however, my first successful attempt at taking a computer bitmap and transferring it to Axe code.
880
« on: September 06, 2011, 09:02:00 pm »
What a sec, did jkag just get banned?
881
« on: September 06, 2011, 08:58:46 pm »
The wavy (?) text reminds me of the text in Benumbered v2.0.
Yeah, that's actually where I got the idea.
882
« on: September 06, 2011, 07:09:42 pm »
I hate to say this, but Collision Detection is kind of a black art. You ask for advice, people tell you there thoughts, but no one has a perfect system for perfect collisions, every time, all the time. I'm not good with this kind of stuff, so I can't really help you out, but...yeah. When it comes to collision detection, you're basically on your own.
883
« on: September 06, 2011, 07:06:04 pm »
Possibly the last post here ever.
If anyone even fucking bothered reading the god damned logs there was NO "gay bashing" going on at all.
Ouch, I can just feel a flame war coming on...
884
« on: September 06, 2011, 06:49:19 pm »
Hello there, As some of you might know, I've been working on a platform game called 'Fantastic Sam'. Enough talk. Screenie: I won't write too much here. Everything is explained in the Important Readme.txt, which is pretty darn good if I do say so myself (the readme is good, and what I was referring to. )
885
« on: September 05, 2011, 11:30:19 pm »
Yeah. As in most games, the hard part is not usually the game engine, it's the part about making tons and tons and levels, placing items and enemies, stuff like that.
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