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Messages - epic7
Pages: 1 ... 122 123 [124] 125 126 ... 161
1846
« on: November 23, 2011, 01:54:54 pm »
Do I need to make a yaronet page?
And why does my project page on the other site have bugs?
1847
« on: November 23, 2011, 11:00:23 am »
Is that little thing a hamburger?
1848
« on: November 23, 2011, 10:46:37 am »
Do you think I should make level packs in appvars to add to the normal game in addition to the levels that will be on the game? Also the blocks go through the wall in on the top left corner, but thats it. I'll look into that Edit: Oh, thats because the square on that corner has different dimentions. * epic7 changes grid
1849
« on: November 23, 2011, 10:06:55 am »
Heres some optimizations:
I took off nearly 100 lines mostly from using a subroutine. There's probably some other people who can optimize more.
It seems like there's also alot of repeating stuff. I don't know how your code works but if the exact same thing repeats a whole bunch you should try to add subs.
:.MARIO :0→Q→V→L :48→R :88→N :Lbl SAT :1→T :If (L=4) :Text(25,25,"WIN" :Goto END :End :ClrDraw :Full :0→Z→H→A→I→J→P→X :48→Y→G :88→D :[FFFFFFFFFFFF427E]→Pic6 :[F789898E89D1A1FF]→Pic5 :[3C7EDBDBFF246699]→Pic4 :[7E81A58181A5817E]→Pic3 :[1C3F3442247E2436]→Pic2 :[7E99A5858981897E]→Pic1 :Pt-On(X,Y,Pic2 :Pt-On(Q,40,Pic1) :Pt-On(R,40,Pic1 :Pt-On(N,40,Pic1 :Pt-On(D,G,Pic4 :sub(ABCD) :DispGraph :Lbl MOV :If getKey(54) :1→J :Pt-On(X,Y,Pic2 :pxl-Test(X,Y-1)→T :If (T=0) :For(A,0,20) :0→J :If getKey(3) :X++ :Q-- :R-- :N-- :Z-- :If (Z=‾8) :-1→Z :End :End :If getKey(2) :Q++ :R++ :N++ :Z++ :X-- :If (Z=88) :-1→Z :End :End :If (X=D) and (Y≠G) :65→G :End :ClrDraw :sub(ABCD) :Y-- :Pt-On(X,Y,Pic2 :DispGraph :If X=D :If Y=G :1→H :End :End :!If A :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :!If I :Pt-On(N,40,Pic1 :Else :Pt-On(N,40,Pic3 :End :!If P :Pt-On(Q,40,Pic1 :Else :Pt-On(Q,40,Pic3 :End :DispGraph :End :ClrDraw :Pt-On(D,G,Pic4 :Pt-On(X,Y,Pic2 :sub(ABCD) :If X=D :If Y=G :1→H :End :End :DispGraph :End :End :!If A :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :DispGraph :!If I :Pt-On(N,40,Pic1 :Else :Pt-On(N,40,Pic3 :End :DispGraph :Pt-On(X,Y,Pic2 :!If P :Pt-On(Q,40,Pic1) :Else :Pt-On(Q,40,Pic3 :End :DispGraph :If X=D :If Y=G :1→H :End :End :If (X=N) and getKey(54) :1→I :End :If (X=Q) and getKey(54) :1→P :End :If (X=R) and getKey(54) :1→A :End :ClrDraw :sub(ABCD) :D-- :Pt-On(D,G,Pic4 :Pt-On(X,Y,Pic2 :If X=D :If Y=G :1→H :End :End :Pt-On(X,Y,Pic2 :DispGraph :!If A :Pt-On(R,40,Pic1 :DispGraph :Else :Pt-On(R,40,Pic3 :DispGraph :End :!If I :Pt-On(N,40,Pic1 :DispGraph :Else :Pt-On(N,40,Pic3 :DispGraph :End :!If P :Pt-On(Q,40,Pic1 :DispGraph :Else :Pt-On(Q,40,Pic3 :DispGraph :End :DispGraph :pxl-Test(X,Y+8)→T :While (T=0) and (J=1) :If pxl-Test(D,G-1)→V :If (V=1) :65→G :End :End :If getKey(3) :X++ :Q-- :R-- :N-- :Z-- :If (Z=‾8) :-1→Z :End :End :If getKey(2) :X-- :End :ClrDraw :sub(ABCD) :Y++ :Pt-On(X,Y,Pic2 :Pt-On(D,G,Pic4 :!If A :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :!If I :Pt-On(N,40,Pic1 :Else :Pt-On(N,40,Pic3 :End :!If P :Pt-On(Q,40,Pic1 :Else :Pt-On(Q,40,Pic3 :End :DispGraph :If X=D :If Y=G :1→H :End :End :End :If X=D :If Y=G :1→H :End :End :DispGraph :!If A :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :If I=0 :Pt-On(N,40,Pic1 :sub(ABCD) :D-- :Pt-On(D,G,Pic4 :Pt-On(X,Y,Pic2 :Else :Pt-On(N,40,Pic3 :D-- :Pt-On(D,G,Pic4 :Pt-On(X,Y,Pic2 :If X=D :If Y=G :1→H :End :End :DispGraph :!If A :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :DispGraph :I!f P :Pt-On(Q,40,Pic1 :Pt-On(X,Y,Pic2 :Else :Pt-On(Q,40,Pic3 :Pt-On(X,Y,Pic2 :End :DispGraph :Pt-On(X,Y,Pic2 :DispGraph :End :0→J :If getKey(3) :If (X>80) and (L=0) :40→Q :48→R :56→N :1→L :Goto SAT :End :If (X>80) and (L=1) :0→Q+2→L :8→R :16→N :Goto SAT :End :If (X>80) and (L=2) :72→Q :80→R :88→N :3→L :Goto SAT :End :If (X>80) and (L=3) :20→Q :40→R :80→N :4→L :Goto SAT :End :ClrDraw :Q-- :R-- :N-- :If (Q=‾8) :88→Q :End :If (R=‾8) :88→R :End :If (N=‾8) :88→N :End :Z-- :If (Z=‾8) :0→Z :End :Pt-On(Z,56,Pic5 :sub(ABCD) :DispGraph :X++ :While (Y≠48) and (X≠Q) and (X≠R) and (X≠N) :ClrDraw :Y++ :Pt-On(X,Y,Pic2 :DispGraph :End :Pt-On(X,Y,Pic2) :D-- :Pt-On(D,G,Pic4 :Pt-On(X,Y,Pic2 :If X=D :If Y=G :1→H :End :End :!If A :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :DispGraph :!If I :Pt-On(N,40,Pic1 :Pt-On(X,Y,Pic2 :Else :Pt-On(N,40,Pic3 :Pt-On(X,Y,Pic2 :End :DispGraph :!If P :Pt-On(Q,40,Pic1 :Pt-On(X,Y,Pic2 :Else :Pt-On(Q,40,Pic3 :Pt-On(X,Y,Pic2 :End :Pt-On(X,Y,Pic2 :End :DispGraph :If getKey(2) :Q++ :R++ :N++ :If (Q=96) :88→Q :End :If (R=96) :88→R :End :If (N=96) :88→N :End :X-- :While (Y≠48) and (X≠Q) and (X≠R) and (X≠N) :ClrDraw :Y++ :Pt-On(X,Y,Pic2 :DispGraph :End :ClrDraw :Z++ :If (Z=88) :0→Z :End :sub(ABCD) :DispGraph :Pt-On(X,Y,Pic2) :D-- :Pt-On(D,G,Pic4 :Pt-On(X,Y,Pic2 :If X=D :If Y=G :1→H :End :End :!If A :Pt-On(R,40,Pic1 :Else :Pt-On(R,40,Pic3 :End :!If I :Pt-On(N,40,Pic1 :Pt-On(X,Y,Pic2 :Else :Pt-On(N,40,Pic3 :Pt-On(X,Y,Pic2 :End :Pt-On(X,Y,Pic2 :DispGraph :!If P :Pt-On(Q,40,Pic1 :Pt-On(X,Y,Pic2 :DispGraph :Else :Pt-On(Q,40,Pic3 :Pt-On(X,Y,Pic2 :DispGraph :End :Pt-On(X,Y,Pic2 :DispGraph :End :If H=1 :Goto END :End :If getKey(15) :Goto END :End :If getKey(55) :Goto SAT :End :Goto MOV :If (L=4) :Text(5,5,"WIN" :Pause 1000 :Goto END :End :Lbl ABCD :For(P,0,11) :Pt-On(P*8+Z,56,Pic5 :End :Return :Lbl END
1850
« on: November 23, 2011, 09:58:16 am »
Well, it's possible to make them collide, but I'll make them not go on top of or go through each other
1851
« on: November 22, 2011, 11:38:36 pm »
To be sure of my understanding of Copy(, is Copy(L1,L2,10) the same as For(A,0,9) {L1+A}->{L2+A} End
1852
« on: November 22, 2011, 11:30:41 pm »
Cool. Ill check that out once I can get to a computer.
1853
« on: November 22, 2011, 11:28:22 pm »
I didnt even know there was a beep
1854
« on: November 22, 2011, 11:25:27 pm »
Thanks! Ill give you credit for that.
1855
« on: November 22, 2011, 10:39:37 pm »
My sprite for lvl6 gun has gone missing. ... At least I have it on the computer.
1856
« on: November 22, 2011, 10:12:37 pm »
Why would you want to store its self to its self when it is already its self.
1857
« on: November 22, 2011, 10:06:42 pm »
Wouldnt make sense to have any
1858
« on: November 22, 2011, 09:55:44 pm »
Short description of axe: Axe is a programming language for the ti-83 and 84 family. It's a compiled language, not interpreted like ti-basic. Axe has a bunch of more features, including sprite support. Axe syntax is different than basic but it only took me a weekend to adjust to axe. Another great thing about axe is that it is very fast, almost in the speed of assembly language, easier. Download axe on its subforum and scan the documentation for more info and help. Go into the Axe projects subforum to see the results as juju said, it's a must-have! I almost forgot. It is my duty to provide the newcomers of omnimaga with a present: Peanuts.
1859
« on: November 22, 2011, 09:30:19 pm »
Read the text in the beginning of the mission and it tells you
1860
« on: November 22, 2011, 09:27:26 pm »
It skips levels when guns are bought? Usually when you buy guns, that is the only goal of the level and once you buy them, you win.
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