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Axe / Re: Decimals and Basic
« on: January 23, 2011, 02:39:58 am »
So how could you use Asm to load a BASIC program?
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. 1501
Axe / Re: Decimals and Basic« on: January 23, 2011, 02:39:58 am »
So how could you use Asm to load a BASIC program?
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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. 1504
The Axe Parser Project / Re: ERR:« on: January 22, 2011, 10:20:39 pm »
ERR: WE REQUIRE MORE VESPENE GAS
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Axe / Re: Physics Tilemapper« on: January 22, 2011, 06:07:26 pm »
Okay, I don't get the code (This is from tloz's tilemapper) attached in the word document - If someone could elucidate that would be great.
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Axe / Re: Physics Tilemapper« on: January 22, 2011, 12:53:22 pm »
So would using horizontal and vertical, then filling in the missing tiles be faster than regenerating the map every frame? what's the most optimized method?
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Axe / Re: Physics Tilemapper« on: January 21, 2011, 07:09:58 pm »
I was thinking more of something along the lines of tloz's platformer:
http://www.omnimaga.org/index.php?action=dlattach;topic=4479.0;attach=3319 I'm going to examine the code and try to understand it more. 1508
Axe / Re: Physics Tilemapper« on: January 21, 2011, 06:02:16 pm »
kthx all. I'm viewing this more of a challenge than an actual project, though if I get it i'll use it in Graviter.
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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. 1510
Axe / Re: linear momentum« on: January 20, 2011, 09:57:33 pm »
@Binder News could you document your code? I don't fully get what some of it means.
Or you could just explain what it means or something. 1511
TI Z80 / Re: The Psyche« on: January 20, 2011, 09:15:16 pm »
@squidgetx You can glitch the last level by changing the direction of the blocks as they cross over blocks in water. Try it and you'll see what I mean.
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Graviter / Re: Graviter - Axe« on: January 20, 2011, 09:13:51 pm »
Dang, I totally forgot about some of these optimizations. Thanks for the great help. I appreciate it.
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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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TI Z80 / Re: Half Life 2: On-Calc« on: January 19, 2011, 09:40:36 pm »
@SirCmpwn If it's possible, could you post an example of the gravity routines in use? Thanks in advance
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Graviter / Re: Graviter - Axe« on: January 18, 2011, 09:40:08 pm »
Hey happybobjr...I was just wondering what progress you made. Not being pushy or anything, I'm just curious.
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