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Messages - epic7

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1981
Miscellaneous / Re: STAR WARS
« on: November 18, 2011, 04:29:40 pm »
Star wars? Here's a star wars related website:

http://nooooooooooooooo.com

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 :P
I'll probably just change it to your way unless there's an even better way to do it.

Code: [Select]
If A=1
Text(1,16,"YOU HAVE BEEN GIVEN A GUN."
Text(1,24,"GO AND TEST IT OUT."
Text(1,32,"DESTROY 2 ENEMIES")
ElseIf A=2
Text(1,16,"BATTLE MORE."
Text(1,24,"DEFEAT 6 ENEMIES"
ElseIf A=3
Text(1,16,"THERE ARE 3 ENEMIES"
Text(1,24,"THEY ARE FAST"
ElseIf A=4
Text(1,16,"THE NEW GUN IS READY"
Text(1,24,"BUY THE WEAPON FROM THE"
Text(1,32,"UPGRADE MENU"
ElseIf A=5
Text(1,16,"THERE ARE 10 GUARDS"
Text(1,24,"DEFEAT THEM TO CONTINUE"
ElseIf A=6
Text(1,16,"THIS PLACE HAS ENEMIES THAT"
Text(1,24,"WILL BE AS FAST AS YOU."
Text(1,32,"KILL 4"
ElseIf A=7
Text(1,16,"NOW, BUY THE NEXT WEAPON"
Text(1,24,"FROM THE UPGRADE MENU"
ElseIf A=8
Text(1,16,"GOOD. YOU NOW MUST KILL"
Text(1,24,"10 ENEMIES"
ElseIf A=9
Text(1,16,"UPGRADE MORE."
Text(1,24,"GET THE NEXT GUN"
ElseIf A=10
Text(1,16,"DEFEAT 10 FASTER ENEMIES"
Text(1,24,"USING YOUR NEW WEAPON."
ElseIf A=11
Text(1,16,"DEFEAT 5 MORE ENEMIES"
Text(1,24,"TO CONTINUE"
ElseIf A=12
Text(1,16,"GET THE NEXT GUN"
Text(1,24,"FROM THE UPGRADE MENU"
ElseIf A=13
Text(1,16,"DEFEAT 10 FAST ENEMIES"
Text(1,24,"THEY WILL BE AS FAST AS YOU"
ElseIf A=14
Text(1,16,"DEFEAT 5 MORE ENEMIES"
Text(1,24,"THEY'RE REALLY FAST"
End
If A=15
Text(1,16,"GET THE LAST"
Text(1,24,"FROM THE UPGRADE MENU!"
ElseIf A=16
Text(1,16,"NOW ITS NIGHT TIME."
Text(1,24,"KILL 20 ENEMIES!"
ElseIf A=17
Text(1,16,"MIDNIGHT:"
Text(1,24,"KILL EVERYTHING. ALL 35"
Text(1,32,"THEY ARE SUPER FAST"
End
Text(1,56,"Push On"
Repeat getKey(41)
If getKey(15)
Goto C
End
End
Fix 5
If A=1
GAME(0,2,0,4,3,1
ElseIf A=2
GAME(0,6,0,4,3,1
ElseIf A=3
GAME(0,3,0,4,1,1
ElseIf A=4
GAME(0,0,1,4,3,1
ElseIf A=5
GAME(0,10,1,3,3,1
ElseIf A=6
GAME(0,4,1,1,3,1
ElseIf A=7
GAME(0,0,2,3,3,1
ElseIf A=8
GAME(0,10,2,3,3,1
ElseIf A=9
GAME(0,0,3,3,3,1
ElseIf A=10
GAME(10,0,3,1,3,1
ElseIf A=11
GAME(5,0,3,2,3,1
ElseIf A=12
GAME(0,0,4,2,3,1
ElseIf A=13
GAME(10,0,4,1,3,1
ElseIf A=14
GAME(7,0,4,1,3,2
End
If A=15
GAME(0,0,5,1,3,1
ElseIf A=16
GAME(20,0,5,1,3,2
ElseIf A=17
GAME(35,0,5,1,3,3

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! :P

1984
Art / Re: ASCII sprite arts
« on: November 17, 2011, 10:30:13 pm »
/(^_^)\
   ;  ;

You said it was weird with just a face :P

1985
You said you finished :|

1986
Axe / Re: Platformer Game
« on: November 17, 2011, 09:44:44 pm »

1987
Axe / Re: Platformer Game
« on: November 17, 2011, 09:36:20 pm »
You gave no peanuts! Just do

!_peanuts without the _

1988
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 »
Update? or upload?
Quite possibly both.
i just remembered I had an account. And I just found this board.
Which implies you had an account before discovering Omni? O.O

J/k welcome here :). As suggestion for your old games, if you ever get a cable but don't want to update them all, all Axe versions from 0.0.1 to 1.0.5 are still available on the forums here in the Axe section. :) I of course recommend updating them games, though, since some optimizations were added in later Axe versions. :)

Ah, by board I meant the introduction board. Not accidentally dividing by 0. Which I have done before. And i may update all of my games, but there are many. About one for every week I have been in school.
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.x
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.
Ouch 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. x.x
Some pyramid :P

* epic7 looks at internet cliche's location
* epic7 slowly turns around....

AAH!

1991
Lol.
* epic7 lost

1992
Axe / Re: Platformer Game
« on: November 17, 2011, 09:24:49 pm »
Can't help you with that, but welcome :P
Care for some peanuts?
!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. :P

Coded example coming up :P

For a simple 1 bullet, here is what I would use. I actually could just use one bullet check var, that would be easier :P

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 :P
.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 :P

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