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Messages - nemo
Pages: 1 ... 69 70 [71] 72 73 ... 82
1051
« on: June 29, 2010, 06:20:01 pm »
due to the obnoxious key problems, [2nd] will increase the tile number and [alpha] will decrease. i got looping to work. it's ridiculously unoptimized (i think i store to the tilemap about 8 different times... it's pretty bad) but i'll optimize it later. next i'll work on getting the menu selection. i probably won't do the 1-9 + A-F selection for the tiles, since i'm anticipating a similar getkey() problem, but i'll try marginally. after the menu, i think i'll work on getkey() improvement. then better navigation, saving/loading, and another test release. oh, and the tile options DJ was talking about. except i'm just implementing inverting the sprite, and leaving it blank since filling it black can be done with a combination.
1052
« on: June 29, 2010, 03:43:28 pm »
quigibo, is there a list of auto-optimized mulitiplication/division/signed division etc. numbers?
1053
« on: June 29, 2010, 02:44:09 pm »
DJ, i think i'll have it display upper left if the cursor's in the lower half of the screen, and lower left if the cursor's in the upper half. then again, i'm still working on the menu/+/- keys for getting the correct tiles. i believe i've encountered another getkey() grouping problem. i edited an above post.
1054
« on: June 29, 2010, 02:36:25 pm »
working on looping. atm, there is a cut off limit of 16 tiles per tilemap. by cross linking tiles, do you mean two different looking tiles with the same value in the tilemap? you'd have to have some tricky program logic to get that to work in your program. DJ, you mean in like the upper right hand corner of the screen show "tile: [tile picture] tile num: [0-15]"? edit: i'm having a bit of a fight with the + and - keys. apparently, if you hold down [ - ] and the left arrow key, the hardware/axe/the OS throws a hissy fit and won't let you move. also, the minus key and the up arrow held in conjunction make the cursor move up and right diagonally. not good
1055
« on: June 29, 2010, 02:12:08 pm »
i'm going to give myself a challenge and do 2,3 and then +, - for next/previous tiles. DJ, should the tiles loop? like if i'm at my last tile, and i press +, should i stay at the last tile or should i loop back to no tile?
1056
« on: June 29, 2010, 01:55:36 pm »
the getkey() vs getkey->K thing i will experiment. then again, i could make there be two modes. i've done it before forgot about that. i just added it, thanks for reminding me. except i only added it for the tilemap editor, not the tileset. since at most, to get to the other edge you only need to move 8 pixels. on a tilemap i'll make it do that, though. scrolling (maps larger than 12x8) will be implemented too, forgot to add that. my main problem is tile selection. can anyone let me know how they would like to see a tilemap editor work? DJ, i can think of a few ways: 1) leave as is (with a button that will indicate to delete the tile being added) 2) have 1-9 and A-F be tile keys. so pressing 1 will get first tile, 2 = 2nd tile, 3 = 3rd, etc. 3) drop down menu displaying like so at the left side of the screen: [tile 0][tile 8] [tile 1][tile 9] [tile 2][tile 10] [tile 3][tile 11] [tile 4][tile 12] [tile 5][tile 13] [tile 6][tile 14] [tile 7][tile 15] except the actual tile is visible there. 4) combine all three. 2nd would display the next tile, 1-9 + A-F would give corresponding tile, [Alpha] would open the menu. thoughts? also, i've decided copying tiles will be another feature. so you could copy the data from tile 1's memory slot to tile 5's memory and then go to tile 5 and be able to edit a variation of tile 1.
1057
« on: June 29, 2010, 01:24:43 pm »
Odd. smogon has never been wrong before oh well. i'd personally change it to flying, if possible. might confuse any hardcore pokemon fans.
1058
« on: June 29, 2010, 01:15:03 pm »
it's definitely flying. i graduated from Smogon University.
1059
« on: June 29, 2010, 12:16:59 pm »
i've been debating releasing this for awhile, but here goes. it's a basic tilemapper. im releasing this right now as a beta (if you can call it that) since all i want is feedback. some limitations: 1) tilemap editor cursor is inaccurate. i'm hoping to fix this by reordering the movement code. 2) you can't export the HEX string of the tilemap. my program won't display it, since it's obnoxiously long to copy anyway. 3) you cannot load/save tiles, even though it gives you an option to load a tilemap. that's for the future. 4) you can only navigate through the program tile editor -> tile mapper, as of right now.
buttons of use in tile editor: arrows - move cursor [2nd] - invert pixel [ + ] - next tile [ - ] - previous tile [Alpha] - start tilemapping
buttons of use in tilemap editor: arrows - move cursor [2nd] - display next tile in tileset. [ + ] - display tile number [Clear] - exit program
this definitely isn't a useful program (yet). some of the things i'm hoping to implement: 1) compression techniques. 1 byte = 1 tile, 1 byte = 2 tiles and RLE. let me know if you want me to support any others. 2) saving/loading tilemaps and their corresponding tilesets. 3) more accurate cursors 4) 16x16 tiles. *maybe* unless i gain enough support, they're out.
TL;DR: download. find some bugs, think of useful features. post 'em.
1060
« on: June 29, 2010, 11:21:33 am »
yes, DJ. basically i'd like an axiom that would read data from L1 and store it to a TI BASIC string var, or Ans. i just want it so i can RCL it later, because i'd be using it for a tilemap editor, and copying a tilemap by hand is a pain in the ass.
1061
« on: June 29, 2010, 11:13:26 am »
i mentioned this earlier, but didn't get any replies. would anyone be interested in making an axiom for string output from reading the RAM of L1?
1062
« on: June 29, 2010, 10:46:58 am »
what exactly are you trying to do? why are you reading two bytes at a time? i think it's generally done with 4 8x8 sprites conjoined to make 16x16 (or whatever size measure yours is). i'm not sure how you would draw a sprite by reading two bytes at a time. you would need to use modulus and division by a number (16?) to get each byte separated. i'm not completely sure though. i'll play around with this.
1063
« on: June 28, 2010, 05:58:52 pm »
hmm i figured, i had to check though. maybe you could make some kind of immovable turret? good luck with 3x3 boxes though (:
1064
« on: June 28, 2010, 03:38:29 pm »
builderboy, how much of portal are you planning to implement? would bots be feasible? one more question. when will i get to play it?
1065
« on: June 27, 2010, 11:37:12 am »
i'm not sure if this would be the right place to ask, but could someone make an axiom to store string data into a BASIC string var?
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