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Axe / RLE compression
« on: February 03, 2011, 09:46:50 pm »
I'e searched it up, but i can't find out how to compress tilemaps using RLE. I saw how to decompress using the routine though.
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. 46
Axe / RLE compression« on: February 03, 2011, 09:46:50 pm »
I'e searched it up, but i can't find out how to compress tilemaps using RLE. I saw how to decompress using the routine though.
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Axe / Storing Text in Axe« on: February 03, 2011, 01:26:44 am »
What is the most efficient way to store text in Axe and then display it on the screen? I've noticed that when I use a direct text function it takes up a lot of memory.
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Axe / Subroutine Argument overwriting« on: February 03, 2011, 01:21:43 am »
If you call a subroutine inside a subroutine with arguments of its own, will it overwrite the arguments of the original subroutine? For example,
sub(GRV,A,B,C) Lbl GRV sub(SE,D,E,F) Return Lbl SE some other code Since they both depend on r1 to r6, will the variables get overwritten? Also, if you have something like sub(GRV,X,Y) and you want to save the value created in the subroutine back into Y, does the subroutine do that automatically? Like Lbl GRV r2+1 -> r2 Return Will Y get added an increment of 1? 49
Axe / More accurate positioning« on: February 01, 2011, 01:52:24 am »
I've noticed that in games like portal x position is calculated using the floor function of divison by a large number (256?) because if you just use integral increments you get choppy animations, like in my game.
So how does more accurate positioning work? 50
Axe / Buffer Wraparound« on: January 30, 2011, 03:56:05 pm »
I've noticed that the buffer kind of "wraps around" at 256 pixels. Is that a byte issue, and if it is, can the length before wraparound be increased by using more bytes or something?
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Art / 5 by 5 walking person« on: January 27, 2011, 09:01:02 pm »
I need a 5x5 walking person, something that looks like the guy in Portal X. I can't figure out how to make it look right by myself, so I'm asking you guys for help once again
Thanks in advance. 52
Axe / Storing Levels into an Appvar« on: January 27, 2011, 07:12:59 pm »
How could you store a bunch of levels into an appvar, then read from the appvar to create a temporary variable? The levels are in the format [10240blahblahblah] in hex, and then there are 6 other variables that are tilemap width, tilemap height, starting tilemap x, starting tilemap y, starting sprite x, and starting sprite y.
Any help is appreciated. 53
Graviter / Level Design« on: January 25, 2011, 09:57:08 pm »
I'm going to be posting some of my level concepts here, as well as some other ones drawn by my friends.
Levels by Phenomist: Spoiler For Level set one: Spoiler For What is this I don't even: 54
Graviter / Screenshots« on: January 24, 2011, 10:38:21 pm »
Looking at these screenshots again really brings back great memories - really makes me want to finish this project up. I think one of the main problems was that as I tried to make my game better and better, I realized that I didn't possess the abilities and creativity to put those ideals into motion. If I ever get back into the z80 scene, I guarantee you guys I'll make every effort to finish this
For now though, you can enjoy all these awesome screenshots Lag incoming! Spoiler For Haven't made captions yet: Spoiler For Fizzler Grids: Spoiler For Portals!: Spoiler For Grabbing Ropes: Spoiler For Ropes and Momentum: Spoiler For Ropes in a Frictionless World: Spoiler For Newton's Cradle: Spoiler For Zedd Integration: Spoiler For TunnelRun: Spoiler For Slow and Simple: Spoiler For The Beginning: Spoiler For Amazing Menus: Spoiler For A Fast Reboot: Spoiler For Experimental Elements: Spoiler For Alternate Exits and Slowdowns: Spoiler For Ticalc Demo: Spoiler For A Few Starter Levels: Spoiler For Early Level Design: Spoiler For Switches: Spoiler For Lasers: Spoiler For Blood Splatters: Spoiler For When Sensitivity Goes Wrong: Spoiler For Horizontal Gravity Axes: Spoiler For Scrolling: Spoiler For Retro World: Oldest - December 30, 2010 55
Axe / Text Wrapping and Scrolling Routine« on: January 23, 2011, 11:13:43 pm »
I was just wondering if anybody created one, because I can't find one on this here intarwebs. I'm going to use it to incorporate dialog into some of my programs.
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Axe / Decimals and Basic« on: January 23, 2011, 02:37:42 am »
Is it even possible to calculate decimals using Axe? And if it's not, can you run BASIC programs within Axe?
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Art / Moar Graviter Sprites« on: January 22, 2011, 10:23:50 pm »
I request a 6 by 6 px person walking animation pl0x. I also need a 8 by 8 blood splatter animation or some way to make a blood splatter. (How hard is it to do a particle system in axe?)
Tahnks in advances. 58
Axe / Physics Tilemapper« on: January 21, 2011, 12:06:35 am »
I've thought about it for a long time, but I can't figure out how to do it. How do you make a tilemapper scroll both horizontally and vertically but retain physics elements like gravity?
Sample code would be nice. Thanks in advance. 59
Axe / linear momentum« on: January 20, 2011, 02:35:27 am »
How would you go about programming linear momentum in the x axis? for instance starting slow then easing into fast and when you stop pressing the arrow keys it takes a while to stop.
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The Axe Parser Project / Invalid Error« on: January 15, 2011, 06:34:13 pm »
Whenever I run the program I compiled it gives me an "Invalid" error. I compiled it using the other options as shell, and they all worked. Does this happen when the size of the program reaches a certain limit?
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