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Messages - Munchor
Pages: 1 ... 97 98 [99] 100 101 ... 424
1471
« on: May 20, 2011, 09:22:06 am »
I now have to tell the truth, I never thought you could make it so similar to the original. I really never thought it could be so good and looking so much like the originalone. I can only congratulate you, nice job!!!!!!! +1 For yous!
1472
« on: May 20, 2011, 02:54:08 am »
Yeah I'm starting to miss it too.
1473
« on: May 19, 2011, 06:45:24 pm »
There's not code for stopping.
try this:
512→Y 12288→X 0→A→B Repeat getKey(15) ClrDraw Line(0,63,95,63) Pxl-On(X/256,Y/256) If getKey(2) A-8→A End If getKey(3) A+8→A End If getKey(4) B-8→B End
!If (pxl-Test(X/256,Y/256+1)) B+1→B End
<add this> If (pxl-Test(X/256,Y/256+1)) 0->B End </add this>
X+A→X Y+B→Y DispGraph End
Also, you should put a terminal velocity in, such as B can't be greater than 256.
Its because you are increasing the velocity of B when you collide. You want it to stop right? Try 0->B instead of B+1->B
actually, that's his fall code. note the "!"
That worked, how stupid of me! The only problem is I can't jump since 0→A if I'm on the line. This I don't know how to change :S
1474
« on: May 19, 2011, 06:41:44 pm »
Aichi, that's looking great, and what emulator is that?
Nice job!
1475
« on: May 19, 2011, 06:40:28 pm »
I know for a fact it can do 8xp source to text file.
I don't think I finished text file to 8xp source, though you could give it a shot.
And I don't even want to try text or source to compiled 8xp (that's what Quigbo's working on, after all )
I know the latter doesn't work obviously. I need the second one. Michael, I really think you should try and finish this
1476
« on: May 19, 2011, 06:28:14 pm »
This goes from Axe source to ASM files and other way around?
1477
« on: May 19, 2011, 05:15:35 pm »
How many bytes is an 8x8 monochrome sprite?
8 bytes exactly.
1478
« on: May 19, 2011, 04:52:26 pm »
My current code is the following and the pixel doesn't really stop when hits the line:
512→Y 12288→X 0→A→B Repeat getKey(15) ClrDraw Line(0,63,95,63) Pxl-On(X/256,Y/256) If getKey(2) A-8→A End If getKey(3) A+8→A End If getKey(4) B-8→B End
!If (pxl-Test(X/256,Y/256+1)) B+1→B End
X+A→X Y+B→Y DispGraph End
1479
« on: May 19, 2011, 04:27:07 pm »
I have now the need to use this program since it's cross-platform and I need to write Axe files in Linux.
The version 0.2 seems to be in .exe and I'm not sure if I can use it the same way as the last one.
I got this when running:
david@David-PC ~/Documents/Calculators/TIConvert $ python main_v0_3.py Traceback (most recent call last): File "main_v0_3.py", line 107, in <module> (input_path, target_path) = command_info.ReturnPaths(suffix = "_out.txt") File "main_v0_3.py", line 67, in ReturnPaths input_path = self.arg[0] IndexError: list index out of range david@David-PC ~/Documents/Calculators/TIConvert $
Python 2.6.6, Linux Mint 10
1480
« on: May 19, 2011, 04:18:04 pm »
Yeah I know Deep thought, but the pixel can still leave the screen :S
1481
« on: May 19, 2011, 03:36:57 pm »
The problem is if I keep pressing <UP> the pixel will go up and pass the vertical line.
1482
« on: May 19, 2011, 03:18:36 pm »
I am indeed using a Nspire. Either way, I figured it out. I now have a sort of working platforming engine with gravity, my problem is stoping the sprite.
B is the Y acceleration A is the X acceleration
How to stop the sprite when Y=0?
1483
« on: May 19, 2011, 03:02:02 pm »
Also,
.Y of the sprite 0→Y .X of the sprite 0→X .X Acceleration of the sprite 0→A .Y Acceleration of the sprite 0→B Repeat getKey(15) ClrDraw
If getKey(2) A-128→A End
If getKey(3) A+128→A End
Line(0,63,95,63) X+A→X Y+B→Y
Pxl-On(X/256,Y/256)
!If (pxl-Test(X/256,Y/256+1)) Y+128→Y End
DispGraph End This freezes my calculator, not crashes, but freezes.
1484
« on: May 19, 2011, 02:59:10 pm »
That sounds horrible bug :S
1485
« on: May 19, 2011, 02:07:25 pm »
I still tried to help Good luck with finding a better option.
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