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Messages - narabuster

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1
Super Smash Bros. Open / Re: [Axe]How To make your own character
« on: September 30, 2014, 05:13:07 pm »
Quote
This tutorial doesn't teach you how to make a character in any game, it teaches you how to make a SSBO character.
That's what I meant. Sorry, I was the one who should've been a bit more clearer. If you want to put that little note in the topic anyway, that would be nice for anyone else who makes that mistake.  :P


Still, it will take me some time before I'm ready to code an SSBO charcter.

2
Axe / Re: Need help with Jumping
« on: September 30, 2014, 04:59:16 pm »
Quote
...inflation by 256 makes the jump a lot slower but by changing some constants you can get a pretty fast jump "even" with inflation by 256.
Cool... I'll have to look more into that later. In the program, the jump was rather slow, but if there is a way to make it go faster, its definitely something I'll look into. Thanks for showing me that.


Taking out the pxlText(X,Y+8) won't help. My character just falls through the screen if I place him on no platform. If I do place him on a platform, however, my character jumps infinitely as long as I hold the "2nd" button. I tried altering more of the code that had to do with jumping, but no luck. I think I'm getting somewhere though, so it shouldn't take too long before I can find a solution. But if it involves a completely new command, then I'll be stuck again.


Is it possible to render a line invisible but still in the game? If so, I could just make an invisible line, and make the code treat it as a platform that my character can jump on, but in-game the player won't see it.

3
Axe / Re: Need help with Jumping
« on: September 30, 2014, 03:39:26 pm »
The program works now. I just didn't know that you had to space the section of your While command.  :P 
I also learned more optimization tricks, like DispGraphClrDraw (even though you said the code was unoptimized; I think I know what you mean by that)


Now I really understand the difference. I guess this would be of some use to my game, because it does look more smooth than the 10 pixel jump (I'm talking about the 256 pixel inflation).


Thanks for the help. Now one last thing before I consider the topic solved: How do you make your character jump if there is no "platform" (Line) beneath him? Taking from my code a couple replies back, I don't know if I should just change the entire routine or not.

4
Super Smash Bros. Open / Re: [Axe]How To make your own character
« on: September 30, 2014, 03:03:09 pm »
Well, this might be very helpful.

Since I'm more comfortable with Axe, I'll decide to use when I'm more experienced with commands and sprite-making.

But this should prove useful for regular calc game makers. It's pretty nice!  ;D

5
Axe / Re: Need help with Jumping
« on: September 29, 2014, 08:58:38 pm »
Unfortunately,  the program won't run on my calculator (TI-83+).  ???There were some minor errors on there when I compiled the code with the parser, but I fixed them. I assume that just had to do with the un-optimized code you noted. Either way, I always have to reset RAM whenever I run the compiled program, which pretty much freezes the calc instantly. Did I have to involve it in my original code?

Anyways, I did sort of get your reasoning with the 10 vs 256 pixel realistic jumping. Without running the program, it already seems to make sense. The VY and Y vars are a bit complex to understand. Though to get the full idea, I guess I have to run the program, which, well...

I'm sorry if I'm not picking up things quickly,  it's just that I'm not that experienced in Axe as I should be. I know what each of the commands in my jumping program do, it's just that learning new commands or routines can be frustrating for me.

Thanks for the help you're you (and shmibs) are giving me. Like I said, I pick up concepts a bit slowly sometimes.

6
Axe / Re: Need help with Jumping
« on: September 28, 2014, 02:36:26 pm »
Thanks guys.

Taking from what you said shmibs, I actually did find a way to make jumping better. I simply took out the code "If Y<55, Y+1->Y", because the code I implemented was better.

Code: [Select]
If getKey(54) and (pxl-Test(X,Y+8))
15->J
End
If J>0
Y-1->Y
J-1->J
End
If (pxl-Test(X,Y+8)=0) and (J=0)
Y+1->Y
End

It was similar to the code that I saw earlier in the Axe forums, except that I needed to adjust within my code, which promptly made me remove the "Y<55" thing.


Hayleia, I sort of don't know much about inflation, so I don't really know if I can do the operation about making the positions different than 256 (unless I already did do it, but I didn't notice). I think I do understand what you're saying, however, about my character skipping a lot of pixels. When I made a 8x8 square on the screen, my character couldn't even stay on half of the square without falling through. I hope that that was what you meant. I guess I could just search through the forums again.


One question though: How could I change the code so that my character doesn't have to be on a line in order to jump? One part of my game deals with this (kinda).


7
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: September 28, 2014, 01:57:41 pm »
Wow... what a project!

I've know that it's been said enough, but really, awesome job! I can't wait to see this go through and go above and beyond.

I'm not that experienced in programming, but even I know that this took a lot of work.

8
Axe / Need help with Jumping
« on: September 27, 2014, 11:28:00 am »
I've been recently programming using Axe, and I have made myself a few programs that mostly involve small little picture animations. Not too long ago, I wanted to start my own side-scrolling platformer. I have been using previous topics and videos about making a line border and everything, and I made a simple moving engine. The only problem is jumping. I made what looked like a jump engine, but the problem is that its... static.

Maybe my code from the program source can give some insight:


Code: [Select]
.PLATFORM
...
X X value
Y y value
...
40-> X
5-> Y
ClrHome
[FF99BDFFFFBD99FF]-> Pic1
Repeat getKey (15)
ClrDraw
Pt-On (X, Y, Pic1)
Line (0,62,95,62)
Line (0,0,0,62)
DispGraph
If getKey (1)
Y+1-> Y
If Y> 54
54-> Y
End
End
If getKey (4)
Y-1-> Y
40-> Y
If Y <40
Y+1-> Y
End
End
If getKey (2)
X-1-> X
If X <0
1-> X
End
End
If getKey (3)
X+1-> X
End
If Y <54
Y+1-> Y
End
End
*The general layout is based on Scout greyscale tutorial and from an author of an AXE Parser video.

When I compile and run the program, the movement and the simple gravity engine work fine, but my jumping seems to be erratic. I was hoping for a fluid jump and the sprite going back down even if I held down the jump key, but instead, the sprite stays up as long as I hold the jump key and the sprite doesn't show its animation for going up to the bound of 40 that I gave to the Y var.

I've read other topics on the issues of jumping, but they don't seem to help me. An explanation with a fix/optimization code is what I need, because for now, I'm kinda stuck. :(        Any help would be appreciated.

9
News / Re: Reuben Quest: Ev Awakening AXE
« on: May 18, 2014, 09:59:39 pm »
This is pretty awesome! I can't wait to see the speed and the nostalgia since I played the original. :)

10
TI Z80 / Re: Pokemon Topaze (Axe)
« on: October 02, 2013, 01:40:16 pm »
Nice! I was waiting for revive to work. Works great now.
Great to see that the new shop is out now.

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