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Messages - chattahippie
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136
« on: November 22, 2011, 09:55:09 pm »
You could use Disp for the first 4 Outputs, just be sure to put a space in front of the items. The final three must be Output commands And no, the potions would not disappear if you had zero; you would have to check in the code to see if you had potions before you used them For example, Where I said If (G=105) and (Y=2) You should change to If (G=105) and (Y=2) and (L1(1)>0) This will check to see if there are any potions left, and will run the code following it only if all of the conditions are met
137
« on: November 22, 2011, 09:47:24 pm »
Okay, here is the code for a simple menu: "Set up variables {0,4,5->L1 2->Y "Y will be used for the cursor 0->G "G will be for key presses Output(1,1,"INVENTORY Output(2,2,"Potions Output(3,2,"Apples Output(4,2,"Feathers Output(2,10,L1(1 Output(3,10,L1(2 Output(4,10,L1(3 While G=/=23 "23 is the code for [mode] getKey->G If Ans =/=0 Then Output(Y,1,"_" "Where _ is space Y+(G=34)(Y=/=4)-(G=25)(Y=/=2)->Y Output(Y,1,"> "Then for jumping to other code If (G=105) and (Y=2) Goto PO " jump to potion code or code potions here If (G=105) and (Y=3) Goto AP "apple code jump or here "repeat for Feathers" End End Try that, should work okay Tell me if you have questions, or if it doesn't work
138
« on: November 22, 2011, 09:31:28 pm »
I've tried making entire games without using any variables, just one list. It was slower than if I used variables, but it worked, and all of those important numbers from A to Z and theta were safe! And in Axe, you cannot make lists, but more of an array format. You store multiple bytes in a row to a point in memory, and then using that same memory location + the offset, as mrm said, you can access the individual bytes you stored
139
« on: November 22, 2011, 09:29:19 pm »
so is the '1' in L1(1) referring to the first number in the list a.k.a the 0?
Yes
140
« on: November 22, 2011, 09:24:14 pm »
I know how to do that the problem is in my game i want i to make so that if in a menu i have one option that is for inventory i would want it too be able to store the objects you find while searching a forest or something. I can't really do that because storing and altering objects in a menu is difficult. So any other functions or any other ideas would help. *.
Use a list... first create a guide for yourself (aka something like potions, apples, feathers, etc), then use a list to keep track of the items. You can use a list by doing: {0,4,5}->L1 By using the guide, you have: 0 potions, 4 apples, and 5 feathers Then you can access the list by using: L1(1) ^ That will return zero, as the first element in the list, the potions, are zero. Also, think of each element of a list as a variable, aka L1(1) can be thought of as A, so you can use code like 1->L1(1) or even L1(1)+1->L1(1) Using this, you can make a menu, and read from the list to help make it easier/ display amounts of items. Hope this helped!
141
« on: November 21, 2011, 10:17:49 pm »
Okay. I will see what I can do... it will take a day or two for me to repost my fix
142
« on: November 21, 2011, 09:06:56 pm »
If you send me the code I can try to make it work for you
143
« on: November 21, 2011, 09:03:48 pm »
Im failing at pxltests for the edge of the grid
Draw a double thick border around the outside, it will make pixeltesting easier. Just make it (the statue) look for the two barriers at once, and then it knows it is at an edge
144
« on: November 20, 2011, 01:59:34 pm »
Oh, I'll turn off the home hooks and try And I love the kind of hollow sounds calc make, creates nice spooky music
145
« on: November 20, 2011, 01:33:06 pm »
Hey, I've started working on a song! I really like the editor, it's really nice. I've noticed a bug where when you start the editor, the lines draw themselves in the wrong places, but I will try to fix (OS 2.55 mp)(I think I have beta 3) Also, if it is okay with you, can I optimize this some?
146
« on: November 14, 2011, 08:11:14 pm »
I know, I wanted to see if that was the kind of puppet you were looking for
147
« on: November 12, 2011, 11:14:30 pm »
Okay, tell me if this is kinda what you want
148
« on: November 12, 2011, 10:46:13 pm »
Well, look for anything that is stored to E And did the Rect() fix work?
149
« on: November 12, 2011, 10:35:00 pm »
Why? Faster? If so, use the X If first, it has less of a chance of being true
150
« on: November 12, 2011, 10:26:39 pm »
Oh. I used negative. I forgot about the hl. A few posts back you said had something to do with the abs(
I thought you were talking about something else
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