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Messages - leafy
Pages: 1 ... 9 10 [11] 12 13 ... 104
151
« 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
« 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
« 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
« 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
« on: October 24, 2012, 04:02:00 pm »
I fixed that, but I'm not sure I'll be using this engine anymore.
156
« 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
« on: October 23, 2012, 10:50:12 pm »
Tag and Graviter used it too  As for Blastlabs, I'm thinking of turning it into something different. I'm not sure what yet, but I'm thinking about it
158
« 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
« 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
« 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
« 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
« 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
163
« 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
« 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
« 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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