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Messages - epic7
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1771
« on: November 25, 2011, 05:59:57 pm »
I'm not using a tilemap in that program
I put 96 in that and then put 1 in gdb0tm since I didnt know what to put. Now, I get no errors but the spe doesn't move.
1772
« on: November 25, 2011, 05:42:01 pm »
See anything else wrong? Now axe takes me to where it mentions GDB0WD
1773
« on: November 25, 2011, 05:13:58 pm »
Its a test program. I figured you'd know since it was the example you put in the readme  Problem list: 1. GDB error- fixed 2. GDB error- fixed 3. Sprite error- fixed 4. AddZ error- fixed 5. CLZ error- fixed 6. GDB error- Unfixed- Goes to GDB0WD
1774
« on: November 25, 2011, 05:06:03 pm »
Error recieved = Undefined Goes to = CLZ() Code for my failed zedd program:
.ZTEST L1->GDB0OB L4->GDB0VR 4->GDB0FR LoadZ(0,15) 10->X 10->Y [FFFFFFFFFFFFFFFF]->Str0SP AddZ(10,10,8,8,10,0) Repeat getKey(15) ClrDraw SimZ() DispGraph End Return prgmZEDD Lbl CallZ If S>48 A-- Else A++ End Return
Code for my grappling program:
:.AAHOOK :DiagnosticOff :[1028103854382828]➔Pic1 :[102A123C50B82828] :[FFFFFFFFFFFFFFFF]➔Pic2 :1➔R➔X−1➔H➔Q➔B➔P :48➔Y :Fix 5 :Repeat getKey(15) :Lbl 1 :ClrDraw :If X<<1 ;Needs boundaries for now :1➔X :End :If X>88 :88➔X :End :If (H=0) or (H=1) ;H is pretty much the status of the player while grappling :If getKey(3) :X++ :If H=1 :S++ ;increases rope top X coord. Will explain later :End :1➔R :End :If getKey(2) :X−− :If H=1 :S−− :End :0➔R :End :End :If H=1 or H>40 :If getKey(2) :0➔R :End :If getKey(3) :1➔R :End :End :For(A,0,11) :Pt-On(A∗8,1,Pic2 :Pt-On(A∗8,56,Pic2) :End :If (getKey(54))∗((H=0)+(H>40))∗(B=0) ;Checks if ready to grapple :X➔S :Y➔T :R➔θ :Repeat pxl-Test(S,T) ;S and T are the top rope coords :T−− :If θ :S++ :Else :S−− :End :End ;That went at a 45 angle to find the ceiling :If Y=48 ;Checks if on ground and makes it jump if not :1➔H :Else :2➔H :End :End :If H=1 :Y−− ;While jumping, the player can change direction. In the beggining getkeys, I made it change S to preserve the 45 degree angle. :If Y≤28 ;I should actually put the pxl-test part after the jump so that the moving of s is unneccesary. :2➔H :End :End :If H>1 :If H≤40 :1➔P :Line(X+7,Y,S,T) ;Line draw :Else :0➔P :End :If H<20 ;Here down checks the status of the player and adds or subtracts from the coordinates :Y++ :If θ :X++ :Else :X−− :End :H++ :If Y=48 :0➔H➔P➔S➔T :10➔B :End :End :If H≥20 and (H≤40) :If θ :X++ :Else :X−− :End :Y−− :If Y<9 :56➔H :0➔P :End :H++ :End :!If H≤40 :If H≤52 :H++ :If θ :X++ :Else :X−− :End :If Y<9 ;Abort if the guy touches the ground :56➔H :0➔P :End :Y−− :ElseIf (H≥52)∗(H≤55) :H++ :If θ :X++ :Else :X−− :End :End :If H>55 :If Y<48 :Y++ ;Fall to the ground after the grappling is done! :If θ :X++ :Else :X−− :End :Else ;Resets after hitting the ground :0➔H➔S➔T :End :End :End :End :Pt-On(X,Y,P∗8+Pic1) :If B :B−− :End :DispGraph :End
With a varied ground, I'll probably use more pxl-tests rather then checking the y coordinates
1775
« on: November 25, 2011, 04:48:56 pm »
Is this all said in the readme?
1776
« on: November 25, 2011, 04:45:35 pm »
1777
« on: November 25, 2011, 04:39:12 pm »
Ill break the tie. I'll read them
1778
« on: November 25, 2011, 04:27:57 pm »
* epic7 wishes he knew what that meant (@builderboy) In zedd, do you store sprite stuff to Str0SP? And how would I add that with AddZ and then display it? @nick I think that's exactly what I did. I posted my code in a topic n the axe forum.i
1779
« on: November 25, 2011, 04:22:06 pm »
The ceiling might be varied and have blanks in it. That's why I used pxltest. Would what you have work for that?
And for zedd, I'll go read more of the manual before asking more questions
1780
« on: November 25, 2011, 04:12:09 pm »
I've solved a bunch of errors already. Do you have to do addZ to add every object that will be affected?
1781
« on: November 25, 2011, 03:50:31 pm »
Right now, I'm going to make that simple program where objects move to the center of the screen. But I keep getting undefined errors.
1782
« on: November 25, 2011, 03:12:30 pm »
DANG YOU 83+!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
1783
« on: November 25, 2011, 02:56:31 pm »
Names: Grappling Guy- sounds close to gravity guy Hook man- ... Not really Hook champ Ti- meh Grappler!- idk These mediocre ideas are all I can think of at the time  For line drawing, on the key press, the ropes top coordinates go up at a 45° angle until they hit something. It should work, but I'll try having it go out more on the consecutive jumps
1784
« on: November 25, 2011, 12:32:47 pm »
I play it too. But mostly piano  <--
1785
« on: November 25, 2011, 12:32:14 pm »
I made a bag of peanuts for you in paint 
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