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Messages - epic7
Pages: 1 ... 91 92 [93] 94 95 ... 161
1381
« on: December 16, 2011, 04:24:32 pm »
Wabbitemu is a program I think is normally used for screenies. (I also think code example might help more )
1382
« on: December 16, 2011, 03:58:18 pm »
Thanks! I don't have full (not on 83+BE right?) so its stuck at 6mhz Like I said before the length of a loop was .033 Then with tilemap tripled to .095 Then with optimizations it got down to .063 (shown on screenie) Now, I made it so that the tilemap updates every other loop, which gets it to .43 However, movement is a little bit irregular since the frames each display after a different time But it doesn't make it look bad. Screenie: *this is to show the speed of the game, not how much my tilemap screw up when the guy goes too far* Its faster on calc.
1383
« on: December 15, 2011, 10:22:02 pm »
I knew it would be something more complicated then just collision Like physics and stuff with colliding? In that case, ask the physics guru :p
1384
« on: December 15, 2011, 10:17:10 pm »
Just collisions?? What I've always done was If abs(X-A)<8 If abs(Y-B)<8 .when object X,Y and object A,B collide End End
1385
« on: December 15, 2011, 10:13:11 pm »
I'll just download and experiment Wait, what email?
1386
« on: December 15, 2011, 09:55:47 pm »
Custom tokens? Is there a guide or something for byte value stuff like 0x33? And also I could change things like Bitmap( To Bigsprite( ?
1387
« on: December 15, 2011, 09:46:32 pm »
It's faster on calc, but the speed is around 5 seconds to walk across the screen.
Next up, collisions
Then enemy coding
Then I can start a couple levels
1388
« on: December 15, 2011, 09:16:50 pm »
Screenies attached
1389
« on: December 15, 2011, 09:09:42 pm »
Sprite maker does more than 8x8?
1390
« on: December 15, 2011, 09:05:04 pm »
Thank you, Uncle BlakPilar!
Whats an IDE? Code editor?
1391
« on: December 15, 2011, 08:15:56 pm »
2561: You went to Soviet, Russia where Roll Ricks you.
1392
« on: December 15, 2011, 07:43:17 pm »
Maybe auto-backup for libraries.
1393
« on: December 15, 2011, 05:11:12 pm »
Is there to do this, but with bitmaps? [...]->Pic1 [...] [...] Pt-On(A,B,Z*8+Pic1)
Just replace the 8 with the size of the bitmap data in bytes
What's the size of a 24x24 bitmp?
1394
« on: December 15, 2011, 05:02:20 pm »
2553: You wish that Omnimagism was a religion. 2554: You pwn everybody in computer class.
1395
« on: December 15, 2011, 04:24:18 pm »
:.THEGAME :.SMILE SPRITE :[3C42A581A599423C→Pic1S :.Bitmap [18181DC00038E000F9FF80FFFFC05FFFF00F7C180E7C0C1EFC6E1EFC6E3E7C0E7FBE1F7F9FFF7F1FFE7F43FC7FC2D87FD8023FD25E3FF3FE1FFFFC0FFFF807FFF003FFE000FFC0003F00]->Pic666 :Fix 5 :For (A,0,5) :Text(0,A*6,"You will lose the Game...") :End :DispGraph :Text(0,64,"Eat Netham :DispGraph :Pause 1234 :.Clears the Screen :Asm(EF4045 :0->X :Repeat Getkey(15) :.Randomize coordinates :rand^41->Y :Bitmap(X,Y,Pic666) :Dispgraph :If getKey(42) :TEH() :If getKey(54) :TY() :End :If getKey(3) :LOL() :End :If getKey(41) :L1() :End :Lbl L1 :ClrDraw :Text(0,0,"YOU ARE A SMILEY :Text(0,8,"FLY AROUND! :Pause 2000:20→A→B:ClrDraw :Repeat getKey(15) :Pt-On(A,B,Pic1S :DispGraphClrDraw :rand^89->A :Rand^57->B :Pause 123 :End :Return :LBL TY :Text(1,8,"You've exploded, fool!" :Pause 1800 :ClrDraw :.Code for flames incoming :[FEFDFBF7EFDFBD7F]->Str1 :Line(0,63,95,63 :Repeat getKey(15) :For(F,L6+12,L6+767 :{F} and {rand^8+Str1}->{F-12} :End :DispGraph :End :Fix 4 :Return :LOL() :. Jetpack dude! :[0004EAF430C84080]->Pic7 :64->Y :0->X :Repeat Y<<1 :Y-- :X++ :Pt-On(X,Y,Pic7) :DispGraphClrDraw :End :Return :Lbl TEH :. Put something here! :Return
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