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Messages - leafy

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151
Axe / Re: Path prediction
« on: November 03, 2012, 10:51:15 pm »
Because Axe isn't object-oriented, you can't use private variables like that. What you can do is call #Realloc(, which moves your "variables" to a temporary space of free RAM. This allows you to still use A-Z for ease, but doesn't affect the "original copy" of those variables.

What you would want to do is something like:

<codecodecode>
#Realloc(L4)   //moves your variable locations to L4
run subroutine, return values (maybe store to another free RAM location)
#Realloc()    //resets to original location


152
Ash: Phoenix / Re: Ash: Phoenix- Reboot
« on: November 03, 2012, 02:50:12 pm »
Woah, that's amazing! I made something similar for a project of mine in Axe, but it has nowhere near the fluidity of yours - excellent work! Does it constantly archive and unarchive areas that it loads in/out?

153
TI Z80 / Re: [Axe] Robbox
« on: October 29, 2012, 05:40:17 pm »
Why don't you just slow down vertical scrolling with a quick Copy( or Pause so that you don't have to sacrifice graphics quality on the horizontal shifts?

154
Axe / Re: [Axe] Messing with 3D
« on: October 27, 2012, 09:28:25 pm »
I tried with 16→D and 16→F, and got something weird O.o :



I only changed distance (D) and distortion (F) ???

That's because it's so distorted that you get somewhat of a "fisheye" lens effect. The glitching happens because Axe can't draw clipped lines, so whenever the lines get so long they go offscreen, they vanish. (If I understand correctly)

155
Blast Labs / Re: Blastlabs [Axe]
« on: October 24, 2012, 04:02:00 pm »
I fixed that, but I'm not sure I'll be using this engine anymore.

156
Blast Labs / Re: Blastlabs [Axe]
« on: October 24, 2012, 02:47:38 pm »
It's basically runer's super optimized code. It uses a particle system that emits with a random velocity in a range of values for x and y, then deletes those particles after a certain period of time.

157
Blast Labs / Re: Blastlabs [Axe]
« on: October 23, 2012, 10:50:12 pm »
Tag and Graviter used it too :D
As for Blastlabs, I'm thinking of turning it into something different. I'm not sure what yet, but I'm thinking about it :D

158
TI-Nspire / Re: nCraft (3D minecraft-like game for the nspire)
« on: October 17, 2012, 05:14:30 pm »
Since it's all procedurally generated, couldn't you just update one block every frame? Sure it might end up being biased, but it could allow for a wide variety of things with acceptable speeds.

159
Ash: Phoenix / Re: [A:P] Documentation
« on: October 15, 2012, 06:17:51 pm »
16x16 is the same speed as 12x12, it's just that the bits on the edges are kind of wasted space and time. Axe can only draw sprites in multiples of 8, so 16 would be the natural choice when working with 12x12 tiles.

160
Other Calculators / Re: Does anyone have spencer putt's zelda demo?
« on: October 14, 2012, 07:56:58 pm »
It was there for a while, but after SirCmpwn found it they took it down. Sorry!

161
Ash: Phoenix / Re: [A:P] Documentation
« on: October 13, 2012, 08:40:17 pm »
Squidgetx, just wondering - do you have extra data that stores your enemies, NPCs, and whatnot? Or is it all built into tiles on the tilemap?

162
TI-Nspire / Re: nCraft (3D minecraft-like game for the nspire)
« on: October 13, 2012, 03:38:12 am »
It's pretty obviously fake. nCraft doesn't support soft shadows, let alone all the other "features" in that video.

EDIT: It's even in the video description :P

163
WabbitStudio Software Suite / Re: Feature suggestions
« on: October 12, 2012, 08:29:37 pm »
I thought wabbit is portable - all it needs in the ROM file, which you can easily carry around along with Wabbit.

You can set it to open those files with wabbit, but you'll have to do it manually.

164
Axe / Re: Displaying greyscale sprites
« on: October 05, 2012, 04:46:45 pm »
Generally you should put the loop before the display command, although it really doesn't matter if it's in a while loop. Make sure you keep track of your order logic, however.

165
Axe / Re: Displaying greyscale sprites
« on: October 04, 2012, 05:40:20 pm »
^Small correction, if he/she wants to do greyscale sprites, *16 should be used instead of *8.

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