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.
Messages - ikemike
46
« on: February 07, 2011, 06:40:14 pm »
I may just not have read the documentation very well, but is it easy to save/display grayscale pictures with Axe Parser? I'm thinking I could probably make a port of "Every Day the Same Dream" using Axe Parser if saving/displaying grayscale pictures was easy enough.
Also, is there an easier way to do non-8x8 sprites?
47
« on: February 07, 2011, 05:47:36 pm »
I haven't looked back into the thread, but have you considered doing a vertical game, like Puyo Puyo 83? Doodle Jump really lends itself to a vertical screen.
That sounds kinda like this: http://ourl.ca/8310/152760
Yeah, that's exactly what I mean. You have to admit, Doodle Jump would definitely lend itself to that orientation. I imagine (with my ~layman's experience) that it would take a lot of work to redo the program sideways, though. However, it's fun as it is.
48
« on: February 06, 2011, 10:25:35 pm »
I'd make the default contrast a little darker, or save the user-set contrast level. Also, a smoother jump, but you already knew that. =)
I haven't looked back into the thread, but have you considered doing a vertical game, like Puyo Puyo 83? Doodle Jump really lends itself to a vertical screen.
49
« on: December 06, 2010, 11:55:55 pm »
For some reason, when I try to send the app over via Ti-Explorer, the loading bar doesn't even show up. It goes straight to the circle-y thing, and stops. The app does not show up on calc.
Any ideas on why? And how I could manage to get it over?
50
« on: September 27, 2010, 10:01:53 pm »
Oh—a question; why are we using {theta} as the file if Str0 is being pointed to?
51
« on: September 27, 2010, 09:04:36 pm »
Umm... Now, it's clearing the high score every other playthrough.
52
« on: September 27, 2010, 08:58:53 pm »
Lbl F ClrHome "Score:"→Str1 "High Score: "→Str2 "vHIGHSCR"→Str0 GetCalc(Str0)→θ !If θ UnArchive Str0 GetCalc(Str0)→θ End !If θ GetCalc(Str0,2)→θ End If S>{θ}^r S→{θ}^r End Archive Str0
Disp Str1,i,S>Dec,i,i,Str2,i,{θ}^r>Dec
^r being the "read" marker and >Dec being the signing symbol
Thanks for the help.
53
« on: September 27, 2010, 08:49:07 pm »
What am I doing wrong here?
54
« on: September 27, 2010, 06:44:22 pm »
Can somebody help me optimize this? I'm not familiar with Axe optimization tricks.
Also, how do you save to files? I'm trying to implement high scores.
EDIT: Thanks, Mr. Omnimaga. It works better now... You still can't skirt the sides, though, due to the way the program detects collision.
55
« on: March 23, 2010, 06:57:59 pm »
Can somebody make a basic platformer using this code? If I had an premade example to work from, it'd help my comprehension of the tutorial.
56
« on: March 18, 2010, 04:20:15 pm »
Thanks, Cooliojazz. Those getKey values will help a lot.
Also, the code doesn't work. It displays the sprite, and it can move around, but it doesn't animate and leaves a trail when moving up or down. It's also really slow.
57
« on: March 17, 2010, 09:16:47 pm »
Basically, the nothing happens. I start it up, and am greeted with a blank screen. Whereupon I press the arrow keys and nothing appears. Pressing clear doesn't exit, so I take out a battery and put it back in. This causes a RAM clear, so I'm sure it was a fatal error and not just a stuck loop or something.
By the way, what's the pattern of getKey expressions? It's different than the standard one used in Ti-BASIC, and i haven't quite figured it out.
58
« on: March 17, 2010, 04:16:34 pm »
I tried the code, but it gives me a fatal error... Then I have to take the batteries out and it resets the RAM.
59
« on: March 17, 2010, 12:01:10 am »
The standing still sprite is the first and third hexadecimal code in each Pic#. I can add walking-specific sprites later.
60
« on: March 16, 2010, 11:51:57 pm »
Okay. It displays a sprite and moves it around the screen when you press the corresponding arrow key. The sprite that's shown is part of that direction's walking animation. A X is constantly changing values from 0 to 20, and that value changes which sprite in the walking animation is shown. The problem is the revert-to-non-walking-sprite. This causes the walking animation to constantly flicker back to the default non-walking sprite, when it should be displaying a sprite of a limb extended.
The fact I can make a sprite animate and walk around, though, is awesome, because I haven't been able to do this is pure basic in my two years of (amateurish) programming. I learn how to do this in 2 days with Axe parser. Cool stuff.
|