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Messages - epic7

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1786
TI Z80 / Grappler!
« on: November 25, 2011, 12:24:26 pm »
Grappler: Hook Champ for Calculator

This game's kinda like Hook Champ where a guy grapples to a block above him and swings around through the level until a giant demon thingy catches up and eats him.


Old screenies



Early version of tilemap and enemy:



If you've never heard of Hook Champ, this is what it looks like.

1787
Other Calculators / Re: The best calculator Game you played
« on: November 25, 2011, 12:01:07 pm »
The only game I've played that wasn't mine was Swords and then saintrunner's idea for a game. So, swords.

1788
Axe / Re: Axe tile mapping! HELP!
« on: November 25, 2011, 11:54:46 am »
Hmm, seems that you all have troubles understanding.
So what do the hex numbers in the GDB mean?
Those numbers represent the position of the sprite in pic1 +1
So, if you have 3 sprites, one being +,another an X, and the other an O and they're all stored in a row in pic1, you could get this tilemap: (.. means a blank "tile")

OXXO
+....+
X....X
O++O

This would be represented by this map data:
[03020203]->GDB1
[01000001]
[02000002]
[03010103]

I hope this is more clear.
My point that was not 100% clear to you:
You can store more than one sprite to a pic since a pic is NO MORE than a pointer (which is again just a number)
So have fun storing 15 sprites in a row and play around with it a bit.


I know you can store more than one sprite to a pic.
Yesterday, I was asking if 01 02 03 04 and so on worked for multiple sprites stored into pic1. So it looks like I was right :P

So it goes
[01]->Pic1
[02]
[03]
[04]
[05]

Ok. So...... How hard is it to make it scroll now?

And

if T
T--

Does that mean it just skipps to the next one if there's a blank tile?

1789
Axe / Re: Axe tile mapping! HELP!
« on: November 24, 2011, 10:33:38 pm »
I know how to use one now, but I think there's an easier way for the multiple.
I'll just wait 'till Aetios returns or another experienced person returns.

1790
Axe / Re: Axe tile mapping! HELP!
« on: November 24, 2011, 10:18:56 pm »
Darl there is 1 part im confused about I was saying no to your post before that :P

So saintrunner, what I'm understanding from you is that you can only use a choice of 1 sprite and blank spots where 01 is that sprite and 00 is blank.

1791
Axe / Re: Axe tile mapping! HELP!
« on: November 24, 2011, 10:11:50 pm »
Nope.

1792
Axe / Re: Axe tile mapping! HELP!
« on: November 24, 2011, 10:04:59 pm »
Look,
http://www.omnimaga.org/index.php?action=articles;sa=view;article=46
He has stuff like
:[0C0C0C0C0100000008090A0000000000000000010C0C0C0C]

In the beginning, he says 0 1 2 3 4 5 6 7 8 9 A B C etc. each represent a tile.

He stores them all to a pic and it seems like
00 is the first
01 is second
02 is third
and it continues like that

1793
Axe / Re: Axe tile mapping! HELP!
« on: November 24, 2011, 09:57:38 pm »
Ok then. So 00 is simply blank, it seems. 01 is pic1. The question I've been trying to ask is if 01 is pic1, what numbers are for the other pics?

1794
Axe / HELP with game
« on: November 24, 2011, 09:55:36 pm »
Im making a game where a guy has a grappling hook and swings from the ceiling.

I had a lot of determination, but not getting the code right mixed with the annoying perpetual yells of my brothers has made me give up eventually.

Every thing pretty much works. Except for the line that is the rope of the grappling hook

(indented from croquette)

   If (getKey(54))*((H=0)+(H>40))*(B=0) ;Checks if ready
      X->S ;Stores X,Y, and Right/left to a new variable
      Y->T
      R->theta
      Repeat pxl-Test(S,T) ;S and T are the rope's top coordinates
         T--
         If theta ;If going right
            S++
         Else
            S--
         End
      End ; That moves the top of the rope up and to an angle in the player's facing direction until it hits something
;Some other stuff
End

It later draws the line with
Line(X+7,Y,S,T)

Any more code needed, just ask.
Help is desperately needed would be highly appreciated :)

The problem, is that when the player is in the air and grapples to the ceiling again, S seems to fall behind X, instead of going in front of it.

Also, sometimes it grapples to the floor, but that probably needs some signed << >> stuff to fix.

1795
Axe / Re: Axe tile mapping! HELP!
« on: November 24, 2011, 09:46:54 pm »
I just thought you put different pairs of numbers in the gdb to use different sprites in it

1796
Axe / Re: Axe tile mapping! HELP!
« on: November 24, 2011, 09:39:07 pm »
That part seems irrelivant too :/

1797
Axe / Re: Axe tile mapping! HELP!
« on: November 24, 2011, 09:28:10 pm »
So
01 = Pic1
What would be pic2, pic3, or
[FFFFFFFFFFFFFFFF]->Pic1
[This one]
[And this one]

1798
Axe / Re: Axe tile mapping! HELP!
« on: November 24, 2011, 09:23:11 pm »
How to make a tilemap?

Ok, he says

[01010101]->GDB1   ;this is the tilemap in hexadecimal code.
[01000001]
[01010001]
[01000001]
(Some sprite data to pic1 here)


I dont understand how that works.

1799
Axe / Re: Axe tile mapping! HELP!
« on: November 24, 2011, 09:21:04 pm »
How does the GDB work?

Do you store pics at the beggining of the program and then somehow reference them from the gdb?

1800
Axe / Re: Axe tile mapping! HELP!
« on: November 24, 2011, 09:19:06 pm »
Is the GDB written in hex then?
No pics needed for it?

I dont need anyone to explain how hexadecimals work.

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