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Messages - dinosteven
181
« on: July 27, 2012, 10:43:00 am »
Also, I suggest that you make your jumping by 1 unit at a time. When I made a jump game, what I did for jumping was adding the 'force' upward to the position, and lowering the 'force' upward according to gravity, until it was on top of a block. Ex: :Y-C->Y :If not(pxl-test(Y+2,X :C-1->C Unfortunately, that means that it sometimes skips a few pixels and falls through the block... I failed and gave up on it, but now I realize that instead of doing that, you can do this: :Y-(C>0)->Y :Y+(C<0)->Y :If not(pxl-test(Y+2,X :C-1->C The (C>0) will always be 1 until C is 0 or lower, and it will go up by 1 every time. The (C<0) will always be 1 when C is 0 or lower, and it will go down every time.
182
« on: July 27, 2012, 02:33:36 am »
:If not(pxl-test(Y+2,X) :Y+1->Y // or whatever you want to do for gravity
You should also use this to check if they should be able to jump or not:
:If (K=21)pxl-test(Y+2,X :5->J // something that starts the jump
183
« on: July 25, 2012, 11:23:04 pm »
Thanks, makes sense.
184
« on: July 25, 2012, 09:02:01 pm »
I got it from ztrumpet's Jump! source. Here's the code that he used to input a name: It starts with the setting of some strings, then somehow uses those strings as a 'getKey # to letter' algorithm. Now that I think about it and look at my calc's keys, they look like the letters in each column of keys... I still don't fully understand how it works, though. EDIT: , and thanks!
185
« on: July 25, 2012, 06:05:56 pm »
I tried looking at the source of a bunch of Axe games, but all I got was a bunch of stuff like :" YTOJEB" It made no sense! I've tried using the input command, but I couldn't get that to work, either. So, how?
186
« on: July 21, 2012, 06:55:29 pm »
Yes! After an update to Axe v 1.1.2, RAM clearing, compiling, and running, the error message disappeared. Thanks for all the help!
187
« on: July 21, 2012, 06:17:10 pm »
Why did everything turn into a 0? It's probably because of the line :Copy(GDB1,A,64) But how can I fix this?
188
« on: July 21, 2012, 05:16:28 pm »
So it worked, and my calc's just trolling me by giving me the "ERR:MEMORY". Weird, but it works!
EDIT: No, it didn't. To access it in my game, I stored it to a variable S, since I couldn't use GDB1. After modifying my game to fit S, the map completely disappeared, except for the upper left corner. I assume that everything was changed to '0', and that it was mapping at 0,0 What to do?
189
« on: July 21, 2012, 04:47:10 pm »
:.A :"appvAPPVAR"→Str1 :GetCalc(Str1,64)→A :Data(10,11,10,21,10,31,10,41,20,11,20,21,20,31,20,41,30,11,30,21,30,31,30,41,40,11,40,21,40,31,40,41,50,11,50,21,50,31,50,41,60,11,60,21,60,31,60,41,70,11,70,21,70,31,70,41,80,11,80,21,80,31,80,41)→GDB1 :Copy(GDB1,A,64)
I've got Axe v 1.0.5 And I compiled it for NoShell, running it with BrandonW's Noshell. But even though it says "ERR:MEMORY", appvAPPVAR appears in the Memory menu with size 79 now. What size is it for you?
190
« on: July 21, 2012, 04:33:32 pm »
While running.
191
« on: July 21, 2012, 04:30:30 pm »
I tried it, but got an "ERR:MEMORY" even though I still have 9434 bytes of RAM left. appvAPPVAR now has size 143.
192
« on: July 21, 2012, 04:03:48 pm »
Yeah, that makes sense. For some reason, I thought a byte was 4 bits. So 1 byte is enough to hold all #s up to 255, right?
193
« on: July 21, 2012, 03:55:11 pm »
Thanks!
But shouldn't the size be larger? I don't think you can store a number like 41 in 1 bit. Or byte? EDIT: Byte Don't you need 8 bits/2 bytes for numbers up to 256?
194
« on: July 21, 2012, 03:38:27 pm »
I've got a list defined in one of my games that stores coordinates. Like this: Data(10,11,10,21,10,31,10,41,20,11,20,21,20,31 etc. .... 40,31,40,41)→GDB1 The coordinates are for parts of a map. So far I've only got 1, but I want to make more and store them in appvars. And I really don't understand appvars - at all. :'( How do I define it with it's length? The list has 32 coordinates, meaning 64 numbers in it. What length is that? Can I do this: GetCalc("appvAPPVAR",64) to define it or is that completely wrong? Once that's done, how do I store the list into it? And more. Because when I checked the External Vars Tutorial, it just talks about numbers, not lists. Essentially, can I either be told that it's not possible, or be told a step-by-step-super-detailed tutorial on how to do it?
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