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Messages - chattahippie

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181
Axe / Re: Walking man
« on: October 21, 2011, 02:54:11 pm »
Something like:

Code: [Select]
[sprite1]->Pic1
[sprite2]
[sprite3]
[sprite4]
0->S  //Will use for animation purposes (frame number)
Repeat getKey(15)
If getKey
S++   //If a key is pressed, it will add one to the animation frame
(S=4)*65532->S  //If S = 4, it will subtract 4 (65532 should equal -4)
End
Pt-On(0,0,S*8+Pic1) //Will display one frame of the animation, and frames are 8 bytes each
DispGraph
ClrDraw
End
Is that what you need?

182
Axe / Re: Walking man
« on: October 21, 2011, 02:47:31 pm »
You can check to see if a button is pressed, and only roll the sprites while they are pressed

183
Axe / Re: Walking man
« on: October 21, 2011, 02:45:56 pm »
I know one way is to make a sprite for each frame of his animation, then play them out one at a time over and over... That's going to be the easiest way, if I'm not mistaken

184
TI Z80 / Re: MUSEINC: Make musicmaking in Axe easier!
« on: October 20, 2011, 09:22:13 pm »
I don't think so. But I think Omnicalc creates sound.
My program converts data into ready-to-compile axe format XD

Learn something new every day. XD

185
TI Z80 / Re: MUSEINC: Make musicmaking in Axe easier!
« on: October 20, 2011, 09:18:01 pm »
Oh, can Celtic III create sound too?

186
TI Z80 / Re: MUSEINC: Make musicmaking in Axe easier!
« on: October 20, 2011, 09:16:43 pm »
I thought it was in Basic... isn't that impossible?

187
Axe / Re: Axe Greyscale Tutorial
« on: October 20, 2011, 12:28:24 pm »
I think that Dispgraphrr just tells Axe to display in 4 scale greyscale, and ClrDrawrr tells it to clear both buffers.
And by the way, Pt-On() can only have a max of one r

188
TI Z80 / Re: MUSEINC: Make musicmaking in Axe easier!
« on: October 19, 2011, 10:44:24 pm »
This looks amazing!  Can't wait to see this finished :D

189
Axe / Re: Bullet Coding
« on: October 19, 2011, 03:00:45 pm »
To create an array of say, 30 bullets, use
Code: [Select]
For(A,0,29)
0->{L1+A}->{L1+1+A}->{L1+2+A}->{L1+3+A}
End
This creates thirty bullets with x,y of 0,0 and are not moving
Then, you can store better coordinates to the x,y, and the x and y velocities

To move them, simply add the x velocity, whether or not it is negative, to the x coordinate, and the same for the y
Code: [Select]
For(A,0,29)
{L1+A}+{L1+2+A}->{L1+A}
{L1+1+A}+{L1+3+A}->{L1+1+A}
End

Hope this helps, and be warned, while messing around with this, you may crash your calc, so archive stuff you don't want deleted :P


190
Gaming Discussion / Re: New free software title for DSi
« on: October 17, 2011, 11:41:32 am »
Don't forget who told you about it Spyro! :D
I downloaded it the day after it came out. I just need one more gold key!!!

And then there is platinum :P

191
Casio PRIZM / Re: Stock Craze: a casio game
« on: September 28, 2011, 10:40:17 pm »
Add TXN - Texas Instruments :D  (It's in the NYSE)

192
TI-Nspire / Re: [Lua]Brainf*ck Interpreter
« on: September 28, 2011, 08:54:42 pm »
Yay! Whitespace is the best!

193
Casio Calculators / Re: problem with PxlTest
« on: September 23, 2011, 06:56:30 am »
You need an X coordinate in PxlTest, it takes two arguments
Also, it PlotOn a command that doesn't really turn on the pixels (does pxl-Test recognize them?)

194
Axe / Re: Replace Pause x by Freq(a,b)
« on: September 23, 2011, 06:54:35 am »
I read that it was about 128,000 ticks per seconds

Here's where it is
http://ourl.ca/7719

195
Art / Re: Super Meat Boy for the Calc (possible?)
« on: September 22, 2011, 09:44:18 pm »
You could definitely use Zedd to better replicate SMB's acceleration and physics
And yeah, I think if you made level packs (each world) into appvars, the entire game might be able to fit on a TI84+

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