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Messages - chattahippie
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46
« on: March 01, 2012, 05:33:08 pm »
Yeah, that's a cool effect you got from SMB. How exactly are you doing it?
Thanks! When I check the collision, if the engine notices that I am on a wall, it draws a small rectangle on the back buffer then inverts it to avoid having ugly looking black dots at corners And the collision is checked based on the direction you are moving, so it knows which side of the tile to draw the trail on
47
« on: February 25, 2012, 12:41:17 am »
I've got an epic solution and optimization for you all. I can both eliminate the problem with Copy( and reduce the code size by about ten bytes.
"prgmNAME"Asm(E7EF7C4E BAM! One-liner.
For curious:
ld hl, ptrToName rst rMOV9TOOP1 bcall(_ExecutePrgm)
Also, to recap: The peep-hold optimizer is causing crashes with the Copy( command sometimes. You can stop Axe from doing the peep-hole optimization with ZOOM. However, it's all a moot point since I just replaced the Copy( command with the single assembly instruction rst rMOV9TOOP1.
Thanks for the fix
48
« on: February 24, 2012, 06:48:23 pm »
On IRC, Runer suggested Zoom compiling the source, and it seems to work
49
« on: February 24, 2012, 06:44:07 pm »
So is there a way to easily (on calc) fix this, manually or auto? Or does it require changing it on the computer?
50
« on: February 24, 2012, 04:19:17 pm »
It doesn't work... it always crash.
Make sure the Asm program is compiled for No Shell, or else it will crash
51
« on: February 21, 2012, 05:42:58 pm »
Mainly make it more graphically like the game (atmosphere-like). This looks too... different.
The current one is definitely temporary, I just threw it together so it wouldn't jump strait into the game. I am currently moving the menu system to an entirely different program, so I will make it look more like the game Yeah the character moves a little too fast imo. I was just saying I don't know a thing about the game but the graphics are good, from first glance.
Hmmm... I've slowed down the X-axis some, but I will slow down the jumping (it is really too fast )
52
« on: February 21, 2012, 05:37:46 pm »
Yeah, the graphics immediately grabbed me. you should work a bit on the titlescreen tho
Okay, will do! Thanks for the advice!
53
« on: February 21, 2012, 03:59:21 pm »
That looks really good...I don't get it, but it looks good.
Thanks, but how can I make it more clear? I will include a tutorial eventually, if that will help.
54
« on: February 20, 2012, 09:38:53 pm »
I made another screenie (with some current levels ) Now, the question is, what should I add to it next?
55
« on: February 18, 2012, 11:34:26 pm »
If they still keep older versions on Codeplex, try a build from early 2011 or something. It might still have the feature.
jacobly just informed me that the mac version is way outdated, so I think that is the problem
56
« on: February 18, 2012, 11:21:46 pm »
Ah ok I guess they broke that in newer WabbitEmu versions. Also this looks awesome, I didn't see the screenshot last time. L)
Thanks! In that case, time to go download an old version
57
« on: February 18, 2012, 10:23:21 pm »
I like how the slime leaves a slime trail. I also like the grayscale.
Thanks! It took a while to get the trail working properly and the greyscale working well (lots of recompiles ) Anyways, here is a new update This update introduces "spikes," basically death stuff, as well as a remake of all the levels (now 8 total)! Still, wabbit won't accept the appvar, so no screenie atm I suggest either deleting the old appvSAVE, or just overwriting it with the included one
58
« on: February 18, 2012, 04:05:44 pm »
My code (and Yeong's "fixed" code ) had a small bug I only fixed your sub( stuff
lol I know, I was joking, I know it was my fault
59
« on: February 18, 2012, 02:20:22 pm »
Thanks so much you all have helped so much
Glad to help EDIT: 300 post!
60
« on: February 18, 2012, 02:04:54 pm »
My code (and Yeong's "fixed" code ) had a small bug, this should work better: " 0ANYTHING000000 //Take out the newlines, of course, so the interpreter doesn't freak out 0 0 0 0 0 :) 0 00WORKS!!!1!100 ->Str1 //You can make the map bigger for more space to move
ClrHome 2->X 2->Y Output(1,1,Str1 Repeat G=45 Repeat G getkey->G End Output(X,Y," Y-(G=24 and sub(Str1,16X-17+Y,1) = "_")+(G=26 and sub(Str1,16X-15+Y,1) = "_->Y X-(G=25 and sub(Str1,16X-32+Y,1) ="_")+(G=34 and sub(Str1,16X+Y,1) = "_->X Output(X,Y,"@
"example for event If sub(Str1,16X-32+Y,1)="E Then "Event stuff here" End
End ClrHome Stop
There was a +1 in the wrong place For the example I put in there, it will check the tile above to see if it is an "E" I wouldn't use this way for too many events though, it will cause a speed loss for each event you add
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