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Axe / Re: [Tutorial] Edition 2: Using Axe to its full functional form λ
« on: July 24, 2011, 08:02:29 am »
Vars->Y-Vars->Polar
Hope that helps.
Hope that helps.
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. 436
Axe / Re: [Tutorial] Edition 2: Using Axe to its full functional form λ« on: July 24, 2011, 08:02:29 am »
Vars->Y-Vars->Polar
Hope that helps. 437
Humour and Jokes / Re: 9001 signs you're addicted to calcs and Omni« on: July 24, 2011, 07:56:46 am »1837: You know that there's a thread like this on UTI that has about 65% of the posts in this tread. 1843: You wonder how many people inflated their post count by copying from UTI. 438
Axe / Re: Axe Q&A« on: July 24, 2011, 07:44:27 am »
Your first two questions are the answers to each other. The "While B-9→B>9:End" limits the number to 0-9. The "ReturnIf A not equal to 0" causes the program to go back to after the subroutine is called. I think you can use the Output( command in a way similar to basic, the command list will probably say.
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TI Z80 / Re: Nyan Cat« on: July 24, 2011, 06:12:18 am »
Lol, at first I thought that this was spam. Pure awesomeness.
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The Axe Parser Project / Re: Axe Parser« on: July 24, 2011, 04:35:21 am »It should eventually allow you to write code in a more natural way and then automatically convert it to code that is more "Runer Style" as I like to call itRuner Style? I wonder why you call it that? * mrmprog can't wait until he can code in a way that humans can read, and have the compiled program hyper-optimized!
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Introduce Yourself! / Re: Salut tout le monde ! :)« on: July 23, 2011, 10:29:43 am »
Wow, the first game in your signature looks really nice, welcome to the forums!
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The Axe Parser Project / Re: Axe Parser« on: July 23, 2011, 08:09:20 am »
I am back to 0.5.3 (which works fine ) and I noticed that compiling is much, much faster. Were that many new features added to Axe 1?
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Axe / Re: Axe Q&A« on: July 23, 2011, 12:48:45 am »
I am no Axe expert, but I don't think you can store a var to a pointer. (I am probably wrong)
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Miscellaneous / Re: What is your signature?« on: July 22, 2011, 11:57:15 pm »Author of Super Mario 1.0 and smilelol available on ticalc.org annoyingorange.com( where I got my username) and othersIs the 445
Miscellaneous / Re: What is your avatar?« on: July 22, 2011, 11:28:56 pm »Lol, that is a great idea! I will look around for one that would work. Probably only a one framer would look good.I should probably get an avatar...If you like xkcd, then you maybe could consider using this: http://xkcd.com/74/ 446
Miscellaneous / Re: What is your avatar?« on: July 22, 2011, 11:07:21 pm »
I should probably get an avatar...
Any suggestions? 447
Axe / Re: Problem« on: July 22, 2011, 11:02:48 pm »
Thanks to all who helped! I am coding in changes now, but I may wait to compile until the Axe messing with flash problem is fixed.
Btw, Ashbad, your code is way beyond my puny Axe knowledge. 448
Axe / Re: Problem« on: July 21, 2011, 10:31:35 pm »
Ok, I tried that, but I can still fall through the walls. I will try to make a GIF of the bug in a few minutes.
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Axe / Re: Problem« on: July 21, 2011, 10:16:20 pm »
I put walls on the outer edge of the graphscreen, just to test the collision testing. You never move more than 1 pixel in a certain direction, but if you move when you are falling, you can move 1 down and 1 to the side. Collision is handled the same way no matter what.
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The Axe Parser Project / Re: Axe Parser« on: July 21, 2011, 12:52:17 am »You might want to hold off for a bit longer until some bugs are fixed. Axe 1.0.0 and 1.0.1 have a nasty ability to sometimes muck up flash. I've heard of effects ranging from having to resend Axe, to having to resend the OS, to having to clear all memory.Gasp! That is bad, maybe I should hold off then. |
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