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Messages - epic7

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1351
Humour and Jokes / Re: If there was tech support in botswana...
« on: December 17, 2011, 12:52:03 pm »
You're fired.

My microwave sucks.

1352
Axe / Re: Axe Q&A
« on: December 17, 2011, 12:51:07 pm »
*guess*
So

If getKey(2)
X--
End

Would be the same as

getKey(2)?X--

?

1353
Axe / Re: Axe Q&A
« on: December 17, 2011, 12:49:25 pm »
What does ? do?

1354
Axe / Re: Axe tile mapping! HELP!
« on: December 17, 2011, 10:40:27 am »
Also, you could just use 00 instead of using 02 since its blank.

1355
TI Z80 / Re: Grappler!
« on: December 16, 2011, 11:17:40 pm »
And Ill have bricks that have a border but on the inside will be somewhat empty.
So it might stop colliding early with leafy's.

But... If I wanted to, how would I do a tilemap collision?

1356
TI Z80 / Re: Grappler!
« on: December 16, 2011, 11:12:13 pm »
That's a good idea :D

Would you reccomend pxltests or tilemap collisions?

My tilemaps are all 8x8 square that all collide with the guy

1357
TI Z80 / Re: Grappler!
« on: December 16, 2011, 11:09:43 pm »
What the efficient way?

1358
TI Z80 / Re: Grappler!
« on: December 16, 2011, 11:04:05 pm »
That's exactly what I tried! However it always detected a pixel and tragically failed. I thought I was using the wrong strategy. I guess I was right!

I still have that code commented out in grappler, so I'll tweak untill I give up or fix it.

In other news, this has been my 1000th post!

1359
Axe / Re: Axe tile mapping! HELP!
« on: December 16, 2011, 10:50:43 pm »
S/8-1->H
I believe.

1360
TI Z80 / Re: Grappler!
« on: December 16, 2011, 10:49:26 pm »
* epic7 scans
You mean for how fast the velocity is, the farther down and larger area to check for pixels?

1361
Axe / Re: Axe tile mapping! HELP!
« on: December 16, 2011, 10:45:55 pm »
:T/8-1->F
:T/8+11->G
:.Where's the -> H?
:S/8+11->I

1362
Axe / Re: Axe tile mapping! HELP!
« on: December 16, 2011, 10:43:53 pm »
Maybe because use you forgot about H?

1363
TI Z80 / Re: Grappler!
« on: December 16, 2011, 10:39:26 pm »
Oh you're right, I get screwed up sometimes with the Y coordinates :P

Saintrunner, fix that inequality and I forgot to add that it needs to do
0->V->W->A->B
After it.
(edited the post)

And 256 is for accuracy.
I'm using variables for Location, velocity, and acceleration, which I think works nicely.

1364
Axe / Re: Axe tile mapping! HELP!
« on: December 16, 2011, 10:16:00 pm »

1365
Axe / Re: Axe tile mapping! HELP!
« on: December 16, 2011, 10:12:31 pm »
Wat?
For( isn't an if...

But I figured out why it wouldn't work, so...

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