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Messages - collechess

Pages: 1 [2] 3 4 ... 7
16
TI Z80 / Re: Super Crate Box
« on: November 21, 2011, 07:59:40 pm »
Looks awesome.
Quote
I didn't see LAZAR in the video, but did you add it, just not in the screenshot? Cheesy
Or is it just not there? Big frown
and yes please add lasers

17
Axe / Re: Inventory System
« on: November 21, 2011, 03:38:39 pm »
I seem to be something wrong, as it won't compile.  An invalid token error.  Here is the source.
Code: [Select]
.INVNTRY
"SWORD"->Str00
"10 DAMAGE"->Str10
"POTION"->Str01
"+20 HP"->Str11
"PEAR"->Str02
"+20 MP"->Str12

[03050A94E870F0D8]->GDB0
[01]
[Str00]
[Str10]
[181824244242423C]
[00]
[Str01]
[Str11]
[0C1028284482827C]
[00]
[Str02]
[Str12]

For(T,0,23)
1ü{T+L‚}
End
Repeat getKey(15)
sub(DRAW
DispGra
End
Lbl ADD
0->r6
While (r6<24)
!If {r6+L2}
r1->{r6+L2}
24->T
End
T++
End
Return
Lbl DRAW
For(T,0,5)
For(U,0,3)
If ({4*T+U+L2})
Pt-On(U*8,T*8,(4*T+U+{L2})*13-13+GDB0
End
End
End
Return

Edit:Nevermind, I have it working now.

18
Axe / Re: Inventory System
« on: November 21, 2011, 10:14:40 am »
Thanks. I don't really understand the drawing part though.  What is the Ux13 for?

19
Axe / Inventory System
« on: November 18, 2011, 05:56:49 pm »
How would one design an inventory system in axe?  I want to be able to easily add and change items and I want each item to have a name, description, type, and 8x8 sprite.  I don't want to just use a lot of if loops.

20
Axe / Multiplayer in Axe?
« on: November 11, 2011, 07:17:51 am »
Is it possible to have multiplayer via the link cable thing in Axe.  If so, can someone give me a general idea of how or refer me to a tutorial?

21
TI Z80 / Snake and Copter
« on: November 09, 2011, 08:30:07 pm »
Here are two simple arcade games I made in Axe this week at school.  They're completely finished, and I won't be changing anything. 

22
Computer Projects and Ideas / Re: Fluid simulation in Game Maker
« on: November 07, 2011, 08:51:22 pm »
Do you have plans for adding other particles?  And does the sand and water interact? e.g. Does the sand sink?  Also, you might find that making the particles larger might be better, as GM gets really slow when you add a lot of objects.  This does look really cool though.  ;)

23
Axe / Re: Tilemap Collisions
« on: November 06, 2011, 05:42:17 pm »
If I have 4x4 tiles, I should change the /8 to /4 right?  What does the x12 do?

24
Axe / Tilemap Collisions
« on: November 02, 2011, 07:26:01 pm »
How do you create exact tilemap collisions in Axe?  My routine to access the value of a tile divides x and y by 4, which is the size of each tile, but means that there is only a collision if it overlaps on the right or is exactly aligned.  It does not register collisions on the left.  How can I register a collision on any overlap?

25
Axe / Array help
« on: November 02, 2011, 07:12:48 pm »
I'm trying to learn arrays.  I read Deep Thought's tutorial and I kind of understand them, but why doesn't this work?
Code: [Select]
.ARRAY
.L=length
0->L
20->X->Y
Repeat getkey(15)
ClrDraw
If getkey(54)
sub(MS,X,Y)
End
If getkey(4)
Y-1->Y
End
If getkey(2)
X-1->X
End
If getkey(3)
X+1->X
End
If getkey(1)
Y+1->Y
End
PxlOn(X-1,Y)
PxlOn(X+1,Y)
PxlOn(X,Y-1)
PxlOn(X,Y+1)
For(H,0,L)
PxlOn({H*2+L1},{H*2+L1+1})
End
DispGraph
End
Lbl MS
r1->{L1+L*2}
r2->{L1+L*2+1}
L+1->L
Return

And when exactly do you use the {} brackets?

26
TI Z80 / Re: Parallex
« on: November 01, 2011, 06:10:28 pm »
Quote
Can you elaborate?  The tilemap has one dynamic element.

Do you still want me to?
No, I understand what you mean now.

27
TI Z80 / Re: Parallex
« on: November 01, 2011, 04:36:33 pm »
I changed it to only update the screen when the map is changed and it goes a lot faster now.  Kind of too fast, but I hope it will slow down when I add more things.  Now my biggest goal is better collisions.  Because of the way the collisions are set up, to collide with spikes, you have to be exactly aligned with them or to the right.  So if your half on and half to the right you die, but if your half on and half to the left you don't.  PLAT is the game, Parallex Source 001 is the source.

28
TI Z80 / Re: Parallex
« on: November 01, 2011, 12:46:46 pm »
Can you elaborate?  The tilemap has one dynamic element.

29
TI Z80 / Re: Parallex
« on: October 31, 2011, 08:05:33 pm »
What do you mean every frame?
Because of the way the ladders are set up, I draw it every time the game loops.

30
TI Z80 / Re: Parallex
« on: October 31, 2011, 07:03:57 pm »
I'm accessing the tile you will move to because there are too many different tiles for pixel test to be practical.

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