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Messages - p2

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16
TI-BASIC / Re: My first TI-BASIC game
« on: August 29, 2016, 04:09:30 am »
* long post incoming *

For further programs: you may want to add comments what the Vars stand for since we can only guess here xD
So here is what your vars are used for:

A = Score *btw your code says gou got to score at least 150001 since it's > not >=
B = X-Position of the "cursor"
C = Lives
D = Speed (and direction) of Cursor's movements (by default 1)
E = Score of last round (to check if changed)
F = Lives of last round (to check if changed)
G = Counter for the slider (hom many "tries" left)
I = Just for the delay, its value doesn't matter
K = GetKey *you should always declare Variables BEFORE using them ;)
But since the default value for a var is 0, in this case "Repeat K=45" won't make any problems:)



Now let's take the code apart :)

Code: [Select]
0->A
1->B
3->C
1->D
0->E
0->F
25->G
ClrHome
Output(1,2,"SCORE
Output(2,2,0
Output(3,2,"LIVES
Output(4,2,3
Output(7,9,"V
Just declarations and display stuff (stuff that won't change during the program)

Code: [Select]
Repeat K=45 or C<0 or A>15000 or G<0Main loopthat got 3 possible criterias to stop:
A) No lives left (lives=-1)
B) Score>15000 (You might want to change that to >14999 or >=15000)
C) NO more tries (wasted all 25)
It would make things easier for you if you made all your future programs end at 0 not at -1 ;)

Code: [Select]
If A!=E
Then
  Output(2,2,"               "
  Output(2,2,A
End
If C!=F
Then
  Output(4,2,"               "
  Output(4,2,C
End
Checks for changes in both lives and score. That's fine but is it really necessary? ^^ You could also just update this every round ^^ (but that might make the screen flicker a bit so just leave it like that)
By the way: since you use "                " a couple of times, why dont you just store it as Str1 and display that? ;) (or maybe Str0 since nothing (zero) is displayed? ^^)

Code: [Select]
Output(8,1,"................
Output(8,B,"X
A->E
C->F
Display the ground and the "cursor", fine.
But you might want to add at last the " at the end of a string (so we know there's no more spaces behind coming)

Code: [Select]
getKey->K
If K=105
Then
The kay was pressed, will now check if you missed or not

Code: [Select]
25->GSet number of tries to 25, ok

Code: [Select]
If B=9
Then
  A+100->A
A perfect hit I guess...

Code: [Select]
If rand>.75
A+150->A
Additional points depending on luck

Code: [Select]
If fPart (A/1000)=0
Then
  A+250->A
  C+1->C
  Output(2,7,"1 UP!
  For(I,1,50
  End
  Output(2,7,"     "
  Output(1,7,"1 UP!
  For(I,1,50
  End
  Output(1,7,"     "
End
Score divisible by 1000: 1up
I like it how you used two lines to make the text move to the top ;D
Also that For( is a good way to add a little delay :)

Code: [Select]
Else
  A-150->A
  C-1->C
  Output(5,2,"MISS!
  For(I,1,50
  End
  Output(5,2,"     "
  Output(6,2,"MISS!
  For(I,1,50
    Output(6,2,"     "
  End
End
Code part if you didnt perfectly hit it
Why do you put the Output(6,2,"     " into the for-loop  ??? It will only cause a much longer delay and maybe make the screen flicker...

Code: [Select]
For(I,1,10
End
Another little delay
You may put this in one line, you know...? like ":For(I,1,10):End" that's good for readability of your source (as ling as the for-loop i only for delay)

Code: [Select]
B+D->BMove the target again (speed and direction=D)

Code: [Select]
If B>16
Then
  16->B
  0-D->D
End
Mustn't leace screen on the left side
Just do -D->D here (the negative-sign, not the subtract) ;)

Code: [Select]
If B<1
Then
  1->B
  0-D->D
End
Mustn't leace screen on the right side
same as above :)

Code: [Select]
G-1->GYou should put G-1->G into the two conditions above (leaving screen) instead of putting it here :) Else You won't have 25 chanzes - it's more like the target is gonna move a total of 25 times... (here the counter for left tries (G) gets reduced by 1 EVERY round no matter if it touched the borders or not, that's what you could call a bug) :)

Code: [Select]
EndEnd the conditioned block for Key is pressed

Code: [Select]
If C<0 or G<0
Then
  Output(7,1,"                "
  Output(8,1,"YOU LOSE!       "
  Pause
End
I lost... :(
ok ^^

Code: [Select]
If A>15000
Then
  Output(2,2,A
  Output(7,1,"                "
  Output(8,1,"YOU WIN!        "
  Pause
End
Same as before: This is triggered at 15001 instead of 15000, use >= here or simply use 14999 instead :)

Code: [Select]
ClrHomeok, program is going to end

I'm not sure, but isn't an End missing here for the Repeat K=45 or C<0 or A>15000 or G<0  ??? If you didnt put it because the program is running like this, too: Never do that! it's ik to leave out stuff like " and ) (still should avoid the first) but NEVER leave out a For - it's terrible for readability and it's gonna be a problem once you want to modify the program but can't remember you left out that End...
If It's just me and I made a mistake somewhere, just ignore it ;D

Dont know if you're planning to add this later, but you set a parameter for the speed without ever changing it ;)
And what you most likely didn't think about:
That speed parameter might be a problem since it' imposible to score a "9" at any speed paramater D where iPart(8/D)==(8/D) is not met since B is gonna change like that:
Speed    how B changes
11-2-3-4-5-6-7-8-9-10-11-12-13-14-15-16-16-15-14-13-12-11-10-9-8-7-6-5-4-3-2-1-1-2-...
21-3-5-7-9-11-13-15-16-14-12-10-8-6-4-2-1-3-...
31-4-7-10-13-16-16-13-10-7-4-1-1-4-...
so at D=2 you can only do it in 13 out of 25 tries...
and for D=3 it's completely impossible ^^

*I didn't try any of the code out myself so I got no idea if it's working... ;D

17
Reuben Quest / Re: Reuben 3 teasers / change / stuff
« on: August 29, 2016, 02:50:29 am »
Where's the computer so you can access the pokewiki...  ???
nah just kidding it looke really nice ^^

I guess the inside of houses will always be like 1x1 or 2x1 screen sizes, what will you do?
Use the same effect of scrolling as soon as you reach the end of one screen?
Or use a custom scroll animation for the inside of houses, like focus following the player? :)

*gonna test the new version this evening :)

18
Reuben Quest / Re: Reuben 3 teasers / change / stuff
« on: August 28, 2016, 08:30:10 am »
Fatal bug:
- When having tried to destroy the rocks blocking northern path without already having the pickaxe unlocked, something goes wrong and the next time you try to save the game using a statue, you end up getting a ERR:UNDEFINED and ram clear. This does not happen if you already have the pickaxe :) (probably its trying to check for a var thats not defined bydefault and only gets defined as soon as you get the pickaxe or something??) :)

Other bugs:
- DEL is sometimes accepted for interactions with save statues, people and even drinking water bottle. (even over distance like 3 blocks from the statue - somethings buggy there
- spelling mistake in the "you got a pickaxe now" message
- level up-message still colliding with loading bar of batle screen
- it now enforces the user to release all keys before you continue walking after a battle - but it should probably display some "you won" message or something - else it looks like screen freezes in battle until you release the keys and realize you already won ^^
- still impossible in the MODE menu to deselect an item or select "<none>" once you selected the bottle.
- should mayybe display a "press 2ND to equip" text in mode menu? :)

19
The Axe Parser Project / Re: Some super crappy Axe code...
« on: August 25, 2016, 04:54:07 pm »
I modified the entire code as far as I understand it by now :)
I'm sure it's still far from being perfect, so please tell me if you notice anything that still can be modified :) Thank you!  :thumbsup:
Code: [Select]
.TRY07AXE
ClrDraw
[3C7EFFFFFFFF7E3C]->Pic01
[FF818181818181FF]->Pic02
L1->°BposX
L1+2->°BposY
1280->BposX->BposY
L1+4->°BmovX
L1+6->°BmovY
128->BmovY:*2->BmovX
L1+8->°BdirX
L1+10->°BdirY
1->BdirX->BdirY

.Pos Player *128 = V,W
6400->V
1280->W
.Gravitation=G
.N=NotCollide to prevent double collision
.C=Counter
0->G->N->C
while 1
C++
Pt-On(BposX/128,BposY/128,Pic01)
Pt-On(V/128,W/128,Pic02)
DispGraph:ClrDraw
BmovX*BdirX+BposX->BposX
BmovY*BdirY+BposY->BposY
Movement()
Collision()
Gravity()
EndIf getKey(15)
Return

Lbl Movement
.moveX
V<11008 and getKey(3)-(V>0 and getKey(2))*128+V->V
.moveY
W<7168 and getKey(1)-(W>0 and getKey(4))*128+W->W
Return


Lbl Collision
N>0?N--->N
.COLLIDE
.Top Left
If (N=0) and ((BposX/128)>=((V/128)-7)) and ((BposX/128)<=((V/128)-6)) and ((BposY/128)>=((W/128)-7)) and ((BposY/128)<=((W/128)-6))
BmovX+102->BmovX:BmovY+102->BmovY:(0-1)->BdirX->BdirY:5->N:0->G:End
.Top Right
If (N=0) and ((BposX/128)>=((V/128)+7)) and ((BposX/128)<=((V/128)+7)) and ((BposY/128)>=((W/128)-7)) and ((BposY/128)<=((W/128)-6))
BmovX+102->BmovX:BmovY+102->BmovY:1->BdirX:(0-1)->BdirY:5->N:0->G:End
.Bottom Left
If (N=0) and ((BposX/128)>=((V/128)-7)) and ((BposX/128)<=((V/128)-6)) and ((BposY/128)>=((W/128)+6)) and ((BposY/128)<=((W/128)+7))
BmovX+128->BmovX:BmovY+128->BmovY:(0-1)->BdirX:1->BdirY:5->N:End
.Bottom Right
If (N=0) and ((BposX/128)>=((V/128)+6)) and ((BposX/128)<=((V/128)+7)) and ((BposY/128)>=((W/128)+6)) and ((BposY/128)<=((W/128)+7))
BmovX+128->BmovX:BmovY+128->BmovY:1->BdirX->BdirY:5->N:End
.Top
If (N=0) and ((BposX/128)>=((V/128)-5)) and ((BposX/128)<=((V/128)+5)) and ((BposY/128)>=((V/128)-8)) and ((BposY/128)<=((V/128)-6))
BmovY+128->BmovY:(0-1)->BdirY:5->N:0->G:End
.Left
If (N=0) and ((BposX/128)>=((V/128)-8)) and ((BposX/128)<=((V/128)-7)) and ((BposY/128)>=((V/128)-5)) and ((BposY/128)<=((V/128)+5))
BmovX+102->BmovX:5->N:If (BposY>5500):(0-1)->BdirY:BmovY+102->BmovY:BmovX+20->BmovX:End:End
.Right
If (N=0) and ((BposX/128)>=((V/128)+7)) and ((BposX/128)<=((V/128)+8)) and ((BposY/128)>=((V/128)-5)) and ((BposY/128)<=((V/128)+5))
BmovX+102->BmovX:5->N:If (BposY>5500):(0-1)->BdirY:BmovY+102->BmovY:BmovX+20->BmovX:End:End
.Bottom
If (N=0) and ((BposX/128)>=((V/128)-5)) and ((BposX/128)<=((V/128)+5)) and ((BposY/128)>=((V/128)+7)) and ((BposY/128)<=((V/128)+8))
1->BdirY:G/5+BmovY/2+64->BmovY:0->G:End

.BORDERS
.Left
If (BposX<128) or (BposX>(0-1280)):128->BposX:1->BdirX:End
.Right
If (BposX>11008):11008->BposX:(0-1)->BdirX:End
.Top
If (BposY)<128):128->BposY:1->BdirY:(BmovY/2)->BmovY:End
.Bottom
If (BposY)>7168):7168->BposY:(G/10+BmovY)->BmovY:0->G:-1->BDirY:End
Return

Lbl Gravity
.Friction
If BmovX>50:BmovX*127/128->BmovX:Else:If BmovX<20:If (C/4+4)=C:BmovX*127/128->BmovX:End:Else:If (C/2+2)=C:BmovX*127/128->BmovX:End:End:End
.Slow down and speed up
If BdirY=1:102:Else:97:End:*BmovY/128->BmovY
.Add Gravity
G+3->G:/10+BposY->BposY
Return
*I'm didnt add the 88.88 yet since I still didnt have the time to read all the stuff about it, sorry... :( But I definitely will learn it :) :)

20
Introduce Yourself! / Re: Hello to everyone!
« on: August 25, 2016, 04:46:16 pm »
Welcome to Omnimaga! :)
Actually there's a introduction thread somewhere... (I guess teh Admins are just gonna move your post there unless you want to write a second post) ^^
As for questions about Axe, just create a post in the Axe section (Forum -> Major Community Projects -> Axe)

Good luck with your Axe programs ^^

21
Reuben Quest / Re: Reuben 3 teasers / change / stuff
« on: August 25, 2016, 10:02:02 am »
you mean axe did it but you didnt, so you get these bugs but your code is faster? ;D

22
Reuben Quest / Re: Reuben 3 teasers / change / stuff
« on: August 25, 2016, 09:56:48 am »
why do you refuse to quote? :'(

Actually that's still super strange for me... just tried my last axe program and it wasnt reacting on ZOOM or TRACE? xD
How could it be that Axe is better than ASM  especially ince Axe is written in asm? O.o

23
Reuben Quest / Re: Reuben 3 teasers / change / stuff
« on: August 25, 2016, 09:41:24 am »
- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...
That's why you hit 2nd while approaching a target, you won't auto-align to walkable areas then.
everytime I release the 2nd key it then asks if yi wanted to drink my stupid water...
probably still auto-deactivate for interactive objects? ;)
I haven't thought that one through, occupying one key with two functionalities....what do you think? Maybe only be able to use the item while standing still?
people are gonna think its a bug if you cant drink while walking...
You should rather only make drinking possible using the MODE item menu (2nd isnt in use there yet - just select bottle and use 2nd to drink) ;)
Then use ALPHA to trigger/use the currently equipped item? ;)
Probably want to add a <none> for people that dont want to always have item equipped...
Also you shoud add a "current weapon" menu where you can equip any weapon you already unlocken :)
That would add another level of complexity to the move engine....currently it only knowsof Y=, 2nd, mode, del and the arrow keys. WINDOW, ZOOM, TRACE, GRAPH act as arrow keys

EDIT: Actually using alpha sounds like a very good idea, i'll try nevertheless
Whatfor do you support Y=, window, zoom, trace and Graph, too ???
Isn't it much simpler to use teh arrows, 2nd to interact, mode for menu and del to leave? (and now Alpha for item)

24
Reuben Quest / Re: Reuben 3 teasers / change / stuff
« on: August 25, 2016, 09:35:55 am »

- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...
That's why you hit 2nd while approaching a target, you won't auto-align to walkable areas then.
everytime I release the 2nd key it then asks if yi wanted to drink my stupid water...
probably still auto-deactivate for interactive objects? ;)
I haven't thought that one through, occupying one key with two functionalities....what do you think? Maybe only be able to use the item while standing still?
people are gonna think its a bug if you cant drink while walking...
You should rather only make drinking possible using the MODE item menu (2nd isnt in use there yet - just select bottle and use 2nd to drink) ;)
Then use ALPHA to trigger/use the currently equipped item? ;)
Probably want to add a <none> for people that dont want to always have item equipped...
Also you shoud add a "current weapon" menu where you can equip any weapon you already unlocken :)

25
Reuben Quest / Re: Reuben 3 teasers / change / stuff
« on: August 25, 2016, 09:29:55 am »
- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...
That's why you hit 2nd while approaching a target, you won't auto-align to walkable areas then.
everytime I release the 2nd key it then asks if yi wanted to drink my stupid water...
probably still auto-deactivate for interactive objects? ;)
I haven't thought that one through, occupying one key with two functionalities....what do you think? Maybe only be able to use the item while standing still?
people are gonna think its a bug if you cant drink while walking...
You should rather only make drinking possible using the MODE item menu (2nd isnt in use there yet - just select bottle and use 2nd to drink) ;)

26
Reuben Quest / Re: Reuben 3 teasers / change / stuff
« on: August 25, 2016, 08:51:36 am »
Thanks for your bug-hunting!
Little bug report:

Inventory:
- There's no message telling you whenever you received some stuff (bottles, ticks, pickaxes, ...)
That is why you read the dialog ;)
Still there sometimes are none at all xD So you should maybe add it anyways :)


- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...
That's why you hit 2nd while approaching a target, you won't auto-align to walkable areas then.
everytime I release the 2nd key it then asks if yi wanted to drink my stupid water...
probably still auto-deactivate for interactive objects? ;)


Fighting the spider Boss:
- ! after having won the screen is not reset to display the forest - you still see the battle screen but see yourself walking around on it O.o (With colission stuff from forest active again). Only fixed when leaving the current screen by blindly trying to find that little forest path at the bottom...
actually there's a second way out of it - if you walk into another enemy before reaching the path xD
But I'm glad to hear it's fixed :)



New bugs:
once you break the rocks blocking the nortern path but leave the screen by walking around, its blocked again.

new anti-bugs (reversed bugs?)
Nothing beyond the blocked path in the north is supposed to be working - but the savegame-statues in the next city are indeed working! ;D

27
Reuben Quest / Re: Reuben 3 teasers / change / stuff
« on: August 25, 2016, 08:33:08 am »
Little bug report:

Inventory:
- There's no message telling you whenever you received some stuff (bottles, ticks, pickaxes, ...)

Dialogues:
- Walking one window west there is that house - it got messed up text parts in the dialogue
- the first house in the forest (south, then east) has a bg in dialogue, too
- you should add a "back" bottom, too, if yu accidentally skipped one part of the dialogue

Walking:
- While walking around, enemies spawn. But they also keep spawning while walking against a wall (auto-level by pining down the key works!)
- you should force the player to release all keys before walking again after a battle (auto-level)
- could you probably deactivate this automated walking around / dodging of objects for all interactive stuff like switches? They're hard to target like that...

Fighting in general:
- there's no message telling you that you won, fighting screen just disappears
- Also no message what you got (won a dollar, got some EXP?)
- The LEVEL UP message is shown right above the attack loading bar - should move the text up like 5px...?
- After displaying the LEVEL UP you should add a forced break of at least 1 second... it sometimes isn't even shown if you keep pressing a button after fighting

Fighting the spider Boss:
- after having won there's no message telling you that, its just over...
- ! after having won the screen is not reset to display the forest - you still see the battle screen but see yourself walking around on it O.o (With colission stuff from forest active again). Only fixed when leaving the current screen by blindly trying to find that little forest path at the bottom...
- after having won and left the screen (and everything is back to normal) you can just walk back to the axe and fight again - the spider isn't gone


by the way I love the game  :love:

28
The Axe Parser Project / Re: Some super crappy Axe code...
« on: August 24, 2016, 09:28:52 am »
massive use of : is because I hate scrolling on calcs (so slooow) and putting stuff in one lone makes it faster to jump to end of the block ;)

But thanks for the hin wit hthe While :)
Will definitely use that in my next version ^.^
*As you can see in the names this is teh 7th "version" of the program since I started learning axe again ^^
Adding gravity or edge collision or L1 usage always ended up in a new version ^^

29
The Axe Parser Project / Some super crappy Axe code...
« on: August 24, 2016, 08:24:38 am »
Hey guys,
As some of you might already know, I haven't used axe for a couple of years and forgot almost everything about it  :'(
So now I'm trying to relearn axe and wanted ot ask you how I could improve the following code I wrote...
It's ment to be a player (just a square) kickign arount a Ball (a nice circle) with workign colission and gravty stuff...
I'm really sorry but I got no GIF to upload yet, hope you still understand what the code should do...  :(

Spoiler For Main Program:
.TRY07AXE
ClrDraw
[3C7EFFFFFFFF7E3C]->Pic01
[FF818181818181FF]->Pic02
.L1{0,2, 4, 6
.L1{X,Y,vX,vY
1000->{L1+0}^r
1000->{L1+2}^r
200->{L1+4}^r
100->{L1+6}^r
.Direction(X,Y)=T,U
1->T->U
.Pos Player *100 = V,W
5000->V
1000->W
.Gravitation=G
0->G
.N=NotCollide to prevent double collision
0->N
.C=Counter
0->C
Repeat getKey(15)
C++
ClrDraw
Pt-On({L1+0}^r/100,{L1+2}^r/100,Pic01)
Pt-On(V/100,W/100,Pic02)
DispGraph
{L1+0}^r+({L1+4}^r*T)->{L1+0}^r
{L1+2}^r+({L1+6}^r*T)->{L1+2}^r
prgmTRY07MOV
prgmTRY07COL
prgmTRY07GRV
End

Spoiler For Program for players Movement:
..TRY07MOV
.DownArrowKey
If getKey(1) and (W<5600):W+100->W:End
.LeftArrowKey
If getKey(2) and (V>0):V-100->V:End
.RightArrowKey
If getKey(3) and (V<8600):V+100->V:End
.UpArrowKey
If getKey(4) and (W>0):W-100->W:End

Spoiler For Program for colission and stuff:
..TRY07COL
.DOUBLECOLLIDE
N-1->N:If N=(0-1):0->N:End
.COLIDE
.Top Left
If (N=0) and (({L1+0}^r/100)>=((V/100)-7)) and (({L1+0}^r/100)<=((V/100)-6)) and (({L1+2}^r/100)>=((V/100)-7)) and (({L1+2}^r/100)<=((V/100)-6)):{L1+4}^r+80->{L1+4}^r:{L1+6}^r+80->{L1+6}^r:(0-1)->T->U:5->N:0->G:End
.Top Right
If (N=0) and (({L1+0}^r/100)>=((V/100)+7)) and (({L1+0}^r/100)<=((V/100)+7)) and (({L1+2}^r/100)>=((V/100)-7)) and (({L1+2}^r/100)<=((V/100)-6)):{L1+4}^r+80->{L1+4}^r:{L1+6}^r+80->{L1+6}^r:1->T:(0-1)->U:5->N:0->G:End
.Bottom Left
If (N=0) and (({L1+0}^r/100)>=((V/100)-7)) and (({L1+0}^r/100)<=((V/100)-6)) and (({L1+2}^r/100)>=((V/100)+6)) and (({L1+2}^r/100)<=((V/100)+7)):{L1+4}^r+100->{L1+4}^r:{L1+6}^r+100->{L1+6}^r:(0-1)->T:1->U:5->N:End
.Bottom Right
If (N=0) and (({L1+0}^r/100)>=((V/100)+6)) and (({L1+0}^r/100)<=((V/100)+7)) and (({L1+2}^r/100)>=((V/100)+6)) and (({L1+2}^r/100)<=((V/100)+7)):{L1+4}^r+100->{L1+4}^r:{L1+6}^r+100->{L1+6}^r:1->T->U:5->N:End
.Top
If (N=0) and (({L1+0}^r/100)>=((V/100)-5)) and (({L1+0}^r/100)<=((V/100)+5)) and (({L1+2}^r/100)>=((V/100)-8)) and (({L1+2}^r/100)<=((V/100)-6)):{L1+6}^r+100->{L1+6}^r:(0-1)->U:5->N:0->G:End
.Left
If (N=0) and (({L1+0}^r/100)>=((V/100)-8)) and (({L1+0}^r/100)<=((V/100)-7)) and (({L1+2}^r/100)>=((V/100)-5)) and (({L1+2}^r/100)<=((V/100)+5)):{L1+4}^r+80->{L1+4}^r:5->N:If ({L1+2}^r>5500):(0-1)->U:{L1+6}^r+80->{L1+6}^r:{L1+4}^r+20->{L1+4}^r:End:End
.Right
If (N=0) and (({L1+0}^r/100)>=((V/100)+7)) and (({L1+0}^r/100)<=((V/100)+8)) and (({L1+2}^r/100)>=((V/100)-5)) and (({L1+2}^r/100)<=((V/100)+5)):{L1+4}^r+80->{L1+4}^r:5->N:If ({L1+2}^r>5500):(0-1)->U:{L1+6}^r+80->{L1+6}^r:{L1+4}^r+20->{L1+4}^r:End:End
.Bottom
If (N=0) and (({L1+0}^r/100)>=((V/100)-5)) and (({L1+0}^r/100)<=((V/100)+5)) and (({L1+2}^r/100)>=((V/100)+7)) and (({L1+2}^r/100)<=((V/100)+8)):1->U:G/5+{L1+6}^r/2+50->{L1+6}^r:0->G:End
.BORDERS
.Left
If ({L1+0}^r<100) or ({L1+0}^r>(0-1000)):100->{L1+0}^r:1->T:End
.Right
If ({L1+0}^r>8600):8600->{L1+0}^r:(0-1)->T:End
.Top
If ({L1+2}^r)<100):100->{L1+2}^r:1->U:({L1+6}^r/2)->{L1+6}^r:End
.Bottom
If ({L1+2}^r)>5600):5600->{L1+2}^r:(0-1)->U:((G/10)+{L1+6}^r)->{L1+6}^r:0->G:End

Spoiler For Program for gravity:
..TRY07GRV
.Friction
If {L1+4}^r>50:{L1+4}^r+99/100->{L1+4}^r:Else:If {L1+4}^r<20:If (C/4+4)=C:{L1+4}^r*99/100->{L1+4}^r:End:Else:If (C/2+2)=C:{L1+4}^r*99/100->{L1+4}^r:End:End:End
.Slow down and speed up
If U=1:{L1+6}^r+102->{L1+6}^r:Else:{L1+6}^r+97->{L1+6}^r:End:{L1+6}^r/100->{L1+6}^r
.Add Gravity
G+3->G:G/10+{L1+2}^r->{L1+2}^r

Aaand explanations:
You're a square kicking arount a circle....
{L1+0}^r = X-pos ball
{L1+2}^r = Y-pos ball
{L1+4}^r = X-speed ball
{L1+6}^r = Y-Speed ball
T = Direction X-Movement ball (1 or -1)
U = Direction Y-Movement ball (1 or -1)
V = X-Pos player
W = Y-Pos player
C = Counter (add 1 each loop in main program so I can use it for executing stuff every 2 or every 4 rounds)
N = No-collide (counter for how many "rounds" it's gonna ignore colission stuff. To prevent trigering the colusion twice at once)
G = Gravitation (always rising and reset/changed by colissions)

Important: All graphic-related stuff is multiplied with 100... So I't wirking with a 9600x6400 screen and a Speed of 100 means 1px movement per round.
That's where all the /100 is coming from :)
Spoiler For Where the strange numbers in Colission come from:
These numbers seem a bit strange because it's actually the positions for the coliding object:
It's the top-left coordinates of an 8x8 image (the ball in this case) that collides with these zones (marked orange and green).
The darked boxes are the border of the player itself (just a square)

I used this for colission in order to bet the edges working well, too and also to prevent a colision from not being detected
(for example if the ball is faster than 1px/round and "jumps" inside the player)


I really hope you understand what I mean... :/




I plan on moving all teh vars inside L1, add a second player, add Goals and add the gravity for players, too (so you got a realistic jump isntead of just floating around).
Still It'll be a crappy game, but it's just for learning purposes not for being published or something ^^

Pls dont hate me for writing such crappy code - this is my first attempt after more than 4 years... :(

30
Reuben Quest / Re: Reuben 3 teasers / change / stuff
« on: August 24, 2016, 06:08:29 am »
wait a sec... Your house is a cave ??? O.o
I really like the animation, it's perfect! It's liek telling you "You are entering a new world/room/...
And I also like the speed btw... you shouldn't make it any faster :)

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