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Messages - hellninjas

Pages: 1 ... 35 36 [37] 38 39 ... 45
541
Axe / Re: quick platform pxl-testing tut
« on: November 20, 2011, 04:59:04 pm »
Thanks!

542
Axe / Re: quick platform pxl-testing tut
« on: November 20, 2011, 04:49:48 pm »
Could you make a source now? So I can see an coded example?

543
Axe / Re: quick platform pxl-testing tut
« on: November 20, 2011, 04:45:32 pm »
Deleted my source out of frustration but instead will give you peanuts...
!peanuts

544
Axe / Re: quick platform pxl-testing tut
« on: November 20, 2011, 04:37:01 pm »
Thanks both of yah!
Alot of help!!!

545
Axe / Re: quick platform pxl-testing tut
« on: November 20, 2011, 04:30:30 pm »
So the X+8 and Y+8 would be going over 8 pixels and then down 8 Pixels?
How would it be completed for the sprite I gave you? Since its over to the right of the screen...
And do I have to pxl-Test( every sprite on his body?
I don't want to right multiple If Getkey(#) of the same number...

And thanks for getting this tutorial up!

546
Axe / Re: quick platform pxl-testing tut
« on: November 20, 2011, 04:18:19 pm »
one sec I have a game I made forever ago that uses this, but I let it go through lines, so let me fix it.
Forever ago!! thats a long time :P
Thanks!

547
Axe / Re: quick platform pxl-testing tut
« on: November 20, 2011, 04:16:44 pm »
Source code upload example?

548
Axe / Re: quick platform pxl-testing tut
« on: November 20, 2011, 04:10:38 pm »
What about the top of the character?
And the left and right sides of the character?
I definently don't want him walking through lines xD!

549
Axe / Re: The pxl-Test( command
« on: November 20, 2011, 03:58:58 pm »
[1C141C080C081C22]->Pic0MR Man facing right...
[1C141C0818081C22]->Pic0ML Man facing left...

550
Miscellaneous / Re: Where Did Your Name Come From?
« on: November 20, 2011, 03:48:43 pm »
My brother thought of his name "hellcatsilver" and me and him always did everything together, so I was hence forth known as "Hellninjas"!
(8 years ago and to today)

551
Humour and Jokes / Re: What is your favorite joke?
« on: November 20, 2011, 03:41:39 pm »
Theorem: 1$ = 1c.
Proof:
And another that gives you a sense of money disappearing.

1$ = 100c
= (10c)^2
= (0.1$)^2
= 0.01$
= 1c

Here $ means dollars and c means cents. This one is scary in that I have seen PhD's in math who were unable to see what was wrong with this one. Actually I am crossposting this to sci.physics because I think that the latter makes a very nice introduction to the importance of keeping track of your dimensions.

xD!!!

552
Axe / Re: The pxl-Test( command
« on: November 20, 2011, 03:39:33 pm »
0  copy this and put a 1 where you want it to be detected (this is the last line of your sprite)
0
0
0
0
0
0
1 -This being where his foot is, the rest is to the left :P

553
Axe / Re: The pxl-Test( command
« on: November 20, 2011, 03:33:40 pm »
My pixel is a stick figure about 8 pixels in height and 5 pixels in length, how would this be written out?

554
Axe / The pxl-Test( command
« on: November 20, 2011, 03:30:23 pm »
This is a command that has been bugging me for a bit...
I need to make a (test) game that allows the player to jump around on a field (which I can do)...
But I can't get the collisions correct!!
This Pxl-Test( command is the newest thing that im learning...
Could someone give me a good explanation on how or where to use this?

Thanks!

555
Axe / Re: Stages and Collision
« on: November 20, 2011, 04:35:05 am »
ok I gave J a value in the beggining, of 0
But now my character is not coming down from the air!
AAAGH!

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