1981
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. 1982
Axe / Re: Axe Q&A« on: November 18, 2011, 04:23:04 pm »
Quigibo:
I'm not sure if I need them. There for my levels. Im sure it could be simplified. Ill go get some code. I created a new if at the 15th elseif to make it work ![]() I'll probably just change it to your way unless there's an even better way to do it. Code: [Select] If A=1
1983
Axe / Re: Stages and Collision« on: November 18, 2011, 03:45:43 pm »
Here:
Pick a variable for your for loops. I used V. Pick L1, L2, L3 etc. I used L5. Im taking this from my game .Outside the main loop For(V,0,5) .I put 5 there to say what the max possible bullets on the screen would be. 0->{V*4+L5} End .That sets the bullet check to zero. 25->S->T .S and T will be what spaces the bullets. T will gain 1 every time the loop finishes and when it reaches S, which is set to 25, a bullet will be ready to be fired. Repeat getkey(15) .Inside the main loop somewhere If getKey(54) For(V,0,5) If T=S .Checks if T=S so that the bullets are spaced out !If {V*4+L5} .If the bullet check is 0, set it to 1 1->{V*4+L5} .Turn T back to 0 and it will have to go back up to 25 (T) to fire again 0->T .Exits this loop now since we already have our bullet Goto X End End End End Lbl X .Other stuff For(V,0,5) If {V*4+L5}=1 .If bullet check = 1 .Set the coordnates of the player to the bullet X->{V*4+L5+1} Y->{V*4+L5+2} .Display Pt-On({V*4+L5+1},{V*4+L5+2},Pic2 .Turn on the bullet check to 2 now. 2->{V*4+L5} .You should have a variable that tells if the character is left or right. Save that to the bullet like here R->{V*4+L5+3} End End For(V,0,I) If {V*4+L5}=2 .Checks if the bullet check is 2... If {V*4+L5+3} .If facing right.. {V*4+L5+1}+2->{V*4+L5+1} Else .If its not, {V*4+L5+1}-2->{V*4+L5+1} End .Display Pt-On({V*4+L5+1},{V*4+L5+2},Pic2) End End For(V,0,I) If {V*4+L5+1}>90 .If the bullet is off the screen (Works for both left and right side) .Set the bullet checksback to zero and put the coordnates off the screen to not interfere 0->{V*4+L5}+100->{V*5+L5+1}->{V*5+L5+2} Return End End .Make T move up to S for the bullet spacing If T<S T++ End Thats for just the bullets. I also have collision detects if you need. To clear up the bullet check, this is what it does. When {V*5+L5}=0 That means a new bullet is ready to be shot When {V*4+L5}=1 That means the bullet's coordinates and left/right need to be set. When {V*4+L5}=2 That means to move the bullet. Whoo... Done! ![]() 1984
Art / Re: ASCII sprite arts« on: November 17, 2011, 10:30:13 pm »
/(^_^)\
; ; You said it was weird with just a face ![]() 1985
Other Calculators / Re: New z80 programming contest ! Lot of prizes to win !« on: November 17, 2011, 10:27:01 pm »
You said you finished :|
1987
Axe / Re: Platformer Game« on: November 17, 2011, 09:36:20 pm »
You gave no peanuts! Just do
!_peanuts without the _ 1988
Introduce Yourself! / Re: hi there.. first TI owner. Nspire CX CAS and non-cas« on: November 17, 2011, 09:35:35 pm »
Hopefully soon...
1989
Axe / Re: Axe Q&A« on: November 17, 2011, 09:33:19 pm »
What does "too many blocks" mean? It took me to an else if. Does it have something to do with having 17 else ifs?
1990
Introduce Yourself! / Re: Hello Omnimagians!« on: November 17, 2011, 09:30:57 pm »Some pyramidOuch yeah BASIC to Axe, despite the similarities, is definitively much more work than Omnicalc to xLIB. X.x I would never want to have to convert every game I made to Axe.Update? or upload?Quite possibly both.At one point I started to change all of my BASIC to Axe. Then I saw how many there are. Then I sat in a corner, became overly emotional for a minute, then had some ice cream. A good use of time.Yeah I understand the feeling. I still need to convert my two Reuben Quest games to xLIB one day. They run in Doors CS7, but they would still be much smaller in true xLIB format (while still running in DCS7), plus I remember when I translated others into English. It was so long X.xi just remembered I had an account. And I just found this board.Which implies you had an account before discovering Omni? ![]() * epic7 looks at internet cliche's location * epic7 slowly turns around.... AAH! 1991
Introduce Yourself! / Re: hi there.. first TI owner. Nspire CX CAS and non-cas« on: November 17, 2011, 09:28:41 pm »
Lol.
* epic7 lost
1992
Axe / Re: Platformer Game« on: November 17, 2011, 09:24:49 pm »
Can't help you with that, but welcome
![]() Care for some peanuts? ![]() 1993
Axe / Re: Stages and Collision« on: November 17, 2011, 09:04:29 pm »
And have a variable to space the bullets if you have more than one at a time
![]() I have 2 vars that check the bullet. The first one is turned on when the bullet is fired. I have that set the coords and direction. The second one is activated (and first deactivated) afterward which, if 1, makes the bullet move in the direction. Thats my way. ![]() Coded example coming up ![]() For a simple 1 bullet, here is what I would use. I actually could just use one bullet check var, that would be easier ![]() Repeat getkey(15) If getkey(9) !If F . F is a bullet check. It equals 1 when the bullet is being fired, 0 when it isnt. X->A Y->B R->C .R is if the player is facing left or right (right is 1, left is 0 here) .Save that so the bullet wont go backwards ![]() .X and Y are the player's coordnates, thats where the bullet starts 1->F .When F is 1, that makes it so it wont go through this again. End End If F .So if F is 1, that means to start moving the bullet. If C A++ Else A-- End .That checks if it is going left or right. PtOn(A,B,Pic1) .Put it on the screen with whatever pic your bullet is End If A>96 or (A+8<0) .If the bullet is outside the screen 0->F .When F is zero, the bullet stops moving and another bullet can be shot 99->A .Putting the Coords outside of the screen so it wont interfere End End I dont think I'm forgetting anything other than bullet to enemy collision detects. Since I didn't put a variable for bullet spacing, this code will make your bullets fire really fast if you're at the edge of the screen, however. 1994
Art / Re: ASCII sprite arts« on: November 17, 2011, 08:56:57 pm »
%-__
;----; I drawed a horsey (_O_) (<-<) (;--;) Cyclops thingy *;'; Idk 1995
Art / Re: ASCII sprite arts« on: November 17, 2011, 08:38:56 pm »
(!,!)
/(;-;)\ ; ; Person or something ![]() |
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