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Messages - epic7

Pages: 1 ... 88 89 [90] 91 92 ... 161
1336
This might get pretty crazy graphic-wise, but how about Luminara for one of the color calcs O.O
That would be intense.

1337
Also, where do I create custom tokens? Or is that feature not done yet.

1338
The Axe Parser Project / Re: Features Wishlist
« on: December 17, 2011, 08:08:29 pm »
A  sprite command that would treat black as transparent and white as solid. Perhaps it could be called Pt-Black()?
Wat? You mean draw the sprite inverted?

1339
I think the sprite editor needs the ability for the user to type in hex and have it be shown on the editor. :D
Alrighty, can do! Shan't be hard.
Cool! Right now I'm typing the hex in, storing it to Str1, converting it using a slow basic program, copying the 8x8 pic into the bex hex editor and then editing using that which is very tedious :P

1340
Hey, I was about to say that!
Everything is green, yes.

However, if I change it, then revert it, it goes to the correct color. For example,
24->{L5+14} is green.
I change it to
25->{L5+14
then back to
24->{L5+14}

And its in black instead of green, like it was before.

1341
TI Z80 / Re: Grapher
« on: December 17, 2011, 07:28:33 pm »
From squidjetx's guide on optimizations, I've heard it does the same as
:DispGraph
:ClrDraw
But is twice as fast.

1342
I think the sprite editor needs the ability for the user to type in hex and have it be shown on the editor. :D

1343
Gaming Discussion / Re: Omnimaga Steam Group
« on: December 17, 2011, 06:43:14 pm »
What is Steam?

1344
TI Z80 / Re: Grapher
« on: December 17, 2011, 06:34:40 pm »
:P

Yeah, I'm making a scrolling platformer.

Quote
The most advanced platformer I've made is one that uses unrealistic gravity and pxl-Test xD.
Having realistic gravity is really easy; you just need a few more variables.
But then once acceleration is fast, pixel testing gets a bit tricky. I'm figuring that out but I'm going to use leafiness0's strategy which is do a pixel test below the player and then keep moving up until it stops colliding.

For gravity, here's an example I made for saintrunner with some notes:
(saintrunner if you took that code, I made an error in that one. The guy won't fall O.O (this one is fixed (with y acceleration (which was -8 instead of 8 ))))

Jumping isnt really that bad.

[FFFFFFFFFFFFFFFF]->Pic1 ;Pic, but just a cube :P
56*256->Y ;X and Y are inflated by 256 for accuracy
0->X->V->W->A->B->J
Repeat getKey(15)
If getKey(54)
-256->W ;Set Y velocity to -256 to go up
256->V ;Set X velocity
8->B ;Set a downward acceleration to fall
End
If Y/256>57 ;simple collision with the bottom of screen
56*256->Y ;Reset
0->A->B->V->W
End
V+A->V+X->X ;Find X coordinates
W+B->W+Y->Y ;Find Y
Pt-On(X/256,Y/256,Pic1)
DispGraphClrDraw
End

Where X,Y are coordinates
V,W are velocities
A,B are accelerations

For this actual topic:
Looks cool. Imagine if for geometry someone made a two-collumn proof solver O.O
So this lets you draw lines and rectangles so far?

1345
TI Z80 / Re: Grappler!
« on: December 17, 2011, 05:30:56 pm »
I think I'll probably use leafy's strategy from above and try to tweak the tiles so it won't stop colliding early.

1346
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni
« on: December 17, 2011, 01:39:01 pm »
Djocovic looks like DJ_O-covic.

1347
News / Re: nDoom for the CX at the horizon
« on: December 17, 2011, 01:32:26 pm »
Isn't tcap in French? D:

1348
Axe / Re: Axe Q&A
« on: December 17, 2011, 01:03:49 pm »
Like the first word of a sentence :P

Ok, I guess there is a lot of differences since there's lots of commands starting with capitals.

1349
Axe / Re: Axe Q&A
« on: December 17, 2011, 12:58:54 pm »
Any other often-used commands that can't be used with ? ?

1350
Axe / Re: Axe Q&A
« on: December 17, 2011, 12:54:25 pm »
Ok then, so there are some differences. :P

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