Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - chattahippie

Pages: 1 ... 8 9 [10] 11 12 ... 25
136
TI-BASIC / Re: nooboish prgrammer
« 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
TI-BASIC / Re: nooboish prgrammer
« on: November 22, 2011, 09:47:24 pm »
Okay, here is the code for a simple menu:

Code: [Select]
"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 ;D

138
TI-BASIC / Re: nooboish prgrammer
« 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! ;D

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
TI-BASIC / Re: nooboish prgrammer
« 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
TI-BASIC / Re: nooboish prgrammer
« 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. *. :w00t:

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:
Code: [Select]
{0,4,5}->L1By using the guide, you have: 0 potions, 4 apples, and 5 feathers
Then you can access the list by using:
Code: [Select]
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! :D

141
TI Z80 / Re: Statues
« 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
TI Z80 / Re: Statues
« on: November 21, 2011, 09:06:56 pm »
If you send me the code I can try to make it work for you

143
TI Z80 / Re: Statues
« 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
TI Z80 / Re: MUSEINC: Make musicmaking in Axe easier!
« on: November 20, 2011, 01:59:34 pm »
Oh, I'll turn off the home hooks and try :P
And I love the kind of hollow sounds calc make, creates nice spooky music :D

145
TI Z80 / Re: MUSEINC: Make musicmaking in Axe easier!
« on: November 20, 2011, 01:33:06 pm »
Hey, I've started working on a song! ;D  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
Art / Re: [SPRITE REQUEST] some 16x16 monsters.
« 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 :P

147
Art / Re: [SPRITE REQUEST] some 16x16 monsters.
« on: November 12, 2011, 11:14:30 pm »
Okay, tell me if this is kinda what you want

148
TI Z80 / Re: Robo-Gun: My first big axe game
« on: November 12, 2011, 10:46:13 pm »
Well, look for anything that is stored to E
And did the Rect() fix work?

149
TI Z80 / Re: Robo-Gun: My first big axe game
« 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
TI Z80 / Re: Robo-Gun: My first big axe game
« 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 :P

Pages: 1 ... 8 9 [10] 11 12 ... 25