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Messages - chattahippie
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181
« on: October 21, 2011, 02:54:11 pm »
Something like:
[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
« 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
« 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
« 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
Learn something new every day.
185
« on: October 20, 2011, 09:18:01 pm »
Oh, can Celtic III create sound too?
186
« on: October 20, 2011, 09:16:43 pm »
I thought it was in Basic... isn't that impossible?
187
« 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
« on: October 19, 2011, 10:44:24 pm »
This looks amazing! Can't wait to see this finished
189
« on: October 19, 2011, 03:00:45 pm »
To create an array of say, 30 bullets, use 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 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
190
« on: October 17, 2011, 11:41:32 am »
Don't forget who told you about it Spyro! I downloaded it the day after it came out. I just need one more gold key!!!
And then there is platinum
191
« on: September 28, 2011, 10:40:17 pm »
Add TXN - Texas Instruments (It's in the NYSE)
192
« on: September 28, 2011, 08:54:42 pm »
Yay! Whitespace is the best!
193
« 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
« 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
« 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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