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Messages - leafy
Pages: 1 ... 102 103 [104]
1546
« on: December 30, 2010, 09:26:55 pm »
I've seen games do things similar to this, like Doom RPG. It shows the animation for rotation, but locks player movement to 90 degrees.
1547
« on: December 30, 2010, 07:43:48 pm »
No problem. I'll stick you under level design and concept, seeing as you beat me to the punch without me knowing about it ;P
1548
« on: December 30, 2010, 03:14:27 pm »
Hey Raylin, can I get your permission to remake a couple of your levels? Some of them I kinda like
1549
« on: December 30, 2010, 12:26:55 pm »
For some reason the one i uploaded was corrupted (allowing the floating in midair glitch) I'll upload the fixed one later if i have time.
1550
« on: December 30, 2010, 02:23:26 am »
Wow, never even saw that. I'll still continue development since it's actually graphical, though.
1551
« on: December 30, 2010, 02:15:00 am »
Graviter 45% completed
Graviter is a puzzle game in which you basically shift gravity and try to get to an exit without dying.
Controls: 2nd: Pick up items Alpha; Swap gravity Arrow keys: Move left and right
Progress: Engine: 78% Maps: 52% Menu: 13%
Please post feedback. Note that nothing is set in stone yet, and there are still a few bugs.
Already implemented ---- Gravity axis-switching arrows Spikes
Soon to be implemented ---- Switch/door system
future implements ---- moving platforms enemies gravity-affected blocks
1552
« on: December 27, 2010, 04:29:13 pm »
aight, I edited my program and stuck it into a subroutine, but it's still not working. I added a g variable because my program will need to deactivate gravity later on.
EDIT: Never mind, I lied, I didn't figure it out.
1553
« on: December 27, 2010, 12:07:59 pm »
When I make an object fall at an exponential rate as if gravity were affecting it, it sometimes misses the platform and passes right through it. I know it's a problem with gaps between y values for adjacent x values, but how do you fix it?
1554
« on: December 26, 2010, 10:28:43 pm »
Oh, okay. So if you wanted to code bullets being shot from a sprite, and there were multiple bullets, how would you keep track of them?
1555
« on: December 26, 2010, 10:06:35 pm »
So...I still don't get the difference between using subroutines and labels, and just labels and gotos. Are subroutines carried out simultaneously?
1556
« on: December 26, 2010, 09:58:19 pm »
I still don't fully get how subroutines work - i've read the manual, but it doesn't explain much. For instance, if you wanted a sprite to shoot an object and track the object with a subroutine, how would you do it? Or making a sprite jump in a platformer.
1557
« on: December 26, 2010, 01:21:38 am »
Yeah, in the future I'm hoping it'll look a lot different than it does right now. While I wait for my post count to go up, all the files are at http://nuclearsalad.co.cc/uploads/tron/The source files are appended with A and the file Tron.8xp is the compiled one.
1558
« on: December 26, 2010, 01:06:34 am »
Hey guys, I'm new to this forum and I created a very, very unrefined version of Tron in Axe. Currently it looks like snake, with two players on the same calculator, playing sideways, but it looks fairly nice, with adjustable speed and high framerate. Some things aren't quite done yet, and there is a lot of code optimization to be done, but I'm happy with how it's turning out.
Also yes, I know, there are a lot of Tron programs out there. This is just a test for my first project in Axe.
In the future: Makes the entire screen rotate when the player presses left or right, rather than just arrow keys Link play Scrollable map
This is going to take a work, but it's fine as I have a lot of free time. Also I can't upload it since I don't have enough posts, so I guess I'll stick it on my server seeing as it's pretty small. I have to find my USB cable first though...
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