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Messages - nemo

Pages: 1 ... 80 81 [82]
1216
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: June 01, 2010, 08:27:37 pm »
i can't upload a screenshot, unfortunately (last time i tried to rom dump all i got was a nasty ram clear)

but, here are files of a relatively simple game where you jump on platforms and try not to hit the ground.
it's for the ti 84+ , since most programs i make are only for myself i don't bother with compatibility. however, if you don't own a ti 84 then in the source simply change the variable T from 90 to 30. otherwise, your game will go very, very slowly (:

EDIT: the number below "score:" when you die was just for me to keep track of how many milliseconds the game was pausing at a certain score... your actual score is to the right of the text. oh, and if anyone takes the time to beat 1756 points, you beat me.

1217
Axe / Re: [Tutorial] Tilemaps in Axe Basic
« on: June 01, 2010, 07:49:18 pm »
i don't understand how this routine gets a tile. could someone explain it in depth?

Code: [Select]
Lbl GT  ; X position in S, Y position in T.  Returns tile
S/7->S  // Swap 7 for the size of your tiles
T/7*7->T  // Yes, I know it is /7*7.  Leave it that way.  Unless you don't have 7x7 tiles, in which case you should change the values accordingly
If S^2
{(S/2)+T+GDB1}^16
Return
End
{(S/2)+T+GDB1}/16
Return
sorry for bringing up an old post, but it seems like a useful topic to keep alive anyway.

1218
News / Re: Omnimaga holds Axe Parser Programming Contest
« on: June 01, 2010, 04:53:43 pm »
i'm going to fail badly, but i'll try  :D

1219
Axe / Re: Routines
« on: June 01, 2010, 04:49:26 pm »
if you're talking about the one with the ball, then no. it has a similar concept but mine has multiple platforms on the screen instead of a one broken line going across. nice video by the way (:

1220
TI Z80 / Re: Zedd Physics Library
« on: June 01, 2010, 03:50:39 pm »
it's not uncommon. my finals are next week and i live in the U.S, while a neighboring town got out of school two weeks ago

1221
TI Z80 / Re: Zedd Physics Library
« on: June 01, 2010, 03:31:33 pm »
for high school in the U.S. it's usually around mid-june. but if you live in a really cold/snowy place, the school sometimes just makes you finish later like june 29th but gives many snow days during the year to compensate.

1222
Axe / Re: Routines
« on: June 01, 2010, 03:24:15 pm »
i actually managed to get that to work (finally got my head to wrap around bloating the y variable for precision). then i turned it into a simple game where you hop from platform to platform as the screen scrolls to the left and you try not to touch the ground.

1223
Axe / Re: Routines
« on: May 31, 2010, 04:14:29 pm »
finally managed to get it to work. if anyone wants to look at the code here it is (let me know of any optimizations i could make):
Code: [Select]
.AA
ClrDraw
[3C7EE7C3C3E77E3C->Pic1
0->V+55->Y
Line(0,63,95,63
While getKey!=15
If getKey(4) and (V=0) and pxl-Test(5,Y+8
5->V
End
If V
V-1->V
Y-1->Y
End
If Y>99
0->V->Y
End
Pt-Change(5,Y,Pic1
DispGraph
Pt-Change(5,Y,Pic1
If (V=0) and (0=pxl-Test(5,Y+8
Y+1->Y
End
Pause 15
End

EDIT: now trying to modify it so you can't jump in the air.
EDIT: code edited to make that possible.

1224
Axe / Gravity
« on: May 31, 2010, 01:36:26 pm »
I figured i would put this under routines since it might be useful for other people if someone can help me.

how would i implement gravity in axe? it doesn't have to be realistic, i just want to manage getting a sprite to jump up and down.
i could easily implement this with some flag variables, but i'm really looking for a routine that only uses a few variables. Even just a starting point or hint would be helpful. So far, i can get a sprite to jump up, but it won't come back down.

1225
TI Z80 / Re: our dear friend Axe game: Obstacle Snake
« on: May 28, 2010, 05:45:42 pm »
i found a glitch.
the blocks have a possibility of overlapping with the path of your snake. when the end of the snake reaches and tries to delete the overlapped section, the end changes direction and grows until it hits a wall, when it then recedes until it gets back to the blocked section. and then it grows.. and recedes.. over and over. i had a whole screen filled up because the end wouldn't delete itself (:

1226
Axe / Re: Physics Lessons
« on: May 16, 2010, 12:59:49 pm »
sorry if i seemed impatient, i'm just really excited to do something with jumping because when i started programming i couldn't figure out how to (without using a billion if-thens and goto/lbls). Take your time builderboy, i'm only excited.

1227
Axe / Re: Physics Lessons
« on: May 15, 2010, 11:47:56 pm »
please post the collision detection installment ASAP! i've been messing around with this (getting points to jump, then text, then text sprites.. etc.) but i can't figure out for the life of me how to use pxl-Test( to get a pixel to jump onto a higher platform.

1228
TI-BASIC / Re: Matrix Help
« on: May 15, 2010, 10:19:09 pm »
ahh sorry, that makes more sense now lol.

as you can see by your post, superscript is not implementable in a code block.

I read the board/IRC rules. seems pretty straightforward except the double posting thing can get kind of icky. editing is so much simpler.

1229
TI-BASIC / Re: Matrix Help
« on: May 15, 2010, 10:02:34 pm »
using builderboy's method but transposing the matrix to deal with columns:
Code: [Select]
[A]T
For(F,1,2
rowSwap(Ans,F,F+1
End
AnsT->[A]
a capital T is denoting the transpose function since superscript doesn't work in a code block.

EDIT:
unrelated, needing 20 posts to talk in IRC is undesirable. Especially being a new member. Especially when someone says new members are "kicking in". So this is how i respond....

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