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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.
My microwave sucks.
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 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-- ? 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.
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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
Would you reccomend pxltests or tilemap collisions? My tilemaps are all 8x8 square that all collide with the guy 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! 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?
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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?
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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
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 »TilesIf {B*WIDTH_OF_MAP+A+W}->Eis width of map in pixels or tiles? 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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