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Messages - jsj795

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436
The Axe Parser Project / Re: Sprite Helpers
« on: June 10, 2010, 10:19:44 pm »
Is it possible to transfer the Hex value of the sprite to an Ans variable? I think with Axe you can't, because there's no writeback, right? But if it is possible, even if it means using hex code or asm lib, I think it would be really helpful. Because you don't need a paper to write down the hex code

437
Axe / Re: Why doesn't my Map Drawer Work?
« on: June 10, 2010, 04:24:55 pm »
can u post the source code that made this happen? It still seems like random RAM garbage bytes

438
Axe / Re: platform collision question.
« on: June 10, 2010, 04:22:35 pm »
That's what I thought. Hmm that might be interesting

439
Axe / Re: platform collision question.
« on: June 10, 2010, 04:20:30 pm »
Or how about this? For X amount of time that he happens to stand in the edge, he looks like he's falling. After this X amount of time, he falls unless he moves back.

440
Axe / Re: platform collision question.
« on: June 10, 2010, 04:09:51 pm »
Yeah I wanted to implement realistic physics into this. But what if a player tries to make this happen? Do I let the character stand or make him fall?

I guess I'll just have to try them both to see which one is better :P

441
Axe / Re: platform collision question.
« on: June 10, 2010, 03:33:18 pm »
yeah, I was thinking of moving them over, because if I don't, it will be like he's going through a solid block :P

Hopefully it won't be too hard to implement them

442
Axe / platform collision question.
« on: June 10, 2010, 02:15:19 pm »
For the platform, if the character is at the edge of the tile (kinda like a cliff) standing on 1 pixel, do you make the character fall, or let it stay on the block?
It would seem unrealistic if it doesn't fall, but if it just falls, then it looks like it's going through the solid block...

Like, for example,
         OOO
         OOO
       OOOOO
           O
       OO OO
XXXXX
XXXXX
XXXXX
XXXXX
XXXXX

443
Art / Re: Sprite request for Nostalgia
« on: June 09, 2010, 11:10:01 pm »
Wow! nice portrait! That looks amazing!!

444
The Axe Parser Project / Re: Sprite Helpers
« on: June 09, 2010, 05:30:59 pm »
Wow! It looks really nice! Downloading them now :)
Great job on it!

445
Introduce Yourself! / Re: Hey Guys!
« on: June 09, 2010, 04:06:18 pm »
* jsj795 feels the blue lobster exploding in his belly and runs to the bathroom.

there, a cherry-flavored dragon smells cherry and somehow teleports out of my belly and fly toward the cherry.

446
Introduce Yourself! / Re: Hey Guys!
« on: June 09, 2010, 04:00:55 pm »
* jsj795 eats blue lobster, cherry-flavored dragon, and the magic banana :)

447
Axe / Re: sprite question
« on: June 09, 2010, 01:11:40 pm »
So if I do a Pt-On(5x7 Sprite
and then I do a Pt-Change(5x7 Sprite (the same one that I did with Pt-On)
then nothing will be disrupted except my 5x7 will be erased, right?

448
Axe / Re: sprite question
« on: June 09, 2010, 01:05:10 pm »
I think what Pt-Change will do is to invert all the pixels that your character has, and leave the white pixels in the 8x8 sprite alone, which means even if the terrain is black, you still will have black. So no need to mask (or at least that's how I understood)

Edit: ninja'd and kind of wrong info too :P lol

449
Axe / Re: sprite question
« on: June 09, 2010, 12:58:54 pm »
I think I'll do the Pt-Change(
That seems to be easiest. So that won't clear the tiles and only clear the sprite, right?

@DJ yeah that's what I do. I keep the tilesheet in one pic, character in another pic.

MY 666 POST!!!

450
Axe / Re: sprite question
« on: June 09, 2010, 12:52:11 pm »
so what should i do to clear the sprite? well, my sprite is 7x5 not 5x5, it's the tile that's 5x5...
anyways, how can i clear only sprite and not the whole 8x8 tile

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