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Messages - parserp

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481
Axe / Re: Help with tilemap collision?
« on: January 25, 2012, 06:09:49 pm »
hmmm, I can't think of a good way to erase a tile from the map. Is there a fast way to draw it every frame?
Every way that I've tried it, it is too slow. :-\

482
The Axe Parser Project / Re: Features Wishlist
« on: January 24, 2012, 04:44:08 pm »
I actually do not know if this exists in Axe, but in BASIC, "" turns off a line.  Notice the zero.
This would be most helpful in my newest creation, Dodge2.
A slow way to do this is
   DrawInv
   Line(X1,Y1,X2,Y2)
   DrawInv
But it is quite slow :(
well, that is a inverted line, not a 'turn off a line'. ;)


EDIT: wait, nope. my bad. :P

483
TI Z80 / Re: 2-3 person project?
« on: January 24, 2012, 12:01:58 am »
Sorry to doublepost....

but, this is the basic concept of the tilemap editor.
arrow keys- move
2nd- turn tile on
Y= - turn tile off
Enter-save the level
"+" -load a saved level




Text input routine credit goes to ztrumpet

Source/Executable are included. :D

484
TI Z80 / Re: 2-3 person project?
« on: January 23, 2012, 10:14:16 pm »
I'm still confused about what tiles to include in the level editor. All that I should need to include is power-ups and different platform/background tiles, right? I don't need to include the player or enemies, because what good would that do? If this is true, I'll need a list of sprites/hexs to include. :)

485
TI Z80 / Re: 2-3 person project?
« on: January 23, 2012, 06:43:29 pm »
hmmm, I am confused.
Which tiles should I include in the level editor?

also, perhaps change the thread title to 'metal slug' ?

486
TI Z80 / Re: 2-3 person project?
« on: January 23, 2012, 04:05:37 pm »
Yay finished the level editor. Now to optimize it and add support for all the tiles >:D

487
TI Z80 / Re: YES I'M BACK (With QuizGen Beta)
« on: January 23, 2012, 03:30:31 pm »
HEY BOOT NICE TO SEE YOU AGAIN!!! :D

glad to see you are still programming :D

488
^^^ included source and executable in post above :D
(and screenie)

489
well, the numbers are so big because the tilemap is 89 tiles across... O.O

but this can easily be adapted to smaller tilemaps too. ;D

490
Humour and Jokes / Re: Most interesting experience you have had
« on: January 20, 2012, 05:44:17 pm »
Just barely? O.O

491
Well, here's the source of the scrolling a tile at a time, but note: Y doesn't scroll, only X does.
(this is the full source)



:.MSEDIT
:.metal slug level editor
:DiagnosticOff
:.store some crap into the tilemap
:For(A,0,711
:rand^2+0->{L1+A}
:End
:.curser
:[3C3CFFFFFFFF3C3C]->Pic1
:.the tile (only 1 currently)
:[FFFFFFFFFFFFFFFF]->Pic2
:.X position of tilemap
:0->X
:.X position of curser
:48->J
:.Y position of curser
:32->K
:Repeat getKey(15)
:.get the tilemap's position
:X/8->E
:X^8->F
:For(A,0,12
:A*8-F->C
:For(B,0,8
:Pt-On(C,B*8,{B*89+A+E+L1}*8+Pic2
:End
:End
:Pt-Change(J,K,Pic1
:DispGraphClrDraw
:If getKey(1) and (K<55)
:K+8->K
:End
:.see if at left side of tilemap
:If X=0
:If getKey(2) and (J>0)
:J-8->J
:End
:If getKey(3) and (J=48)
:8->X
:End
:If getKey(3) and (J<48)
:J+8->J
:End
:End
:.see if at right side of tilemap
:If X=704
:If getKey(3) and (J<87)
:J+8->J
:End
:If getKey(2) and (J=48)
:696->X
:End
:If getKey(2) and (J>48)
:J-8->J
:End
:End
:If getKey(2) and (X>0) and (X<704)
:X-8->X
:End
:If getKey(3) and (X<704) and (X>0)
:X+8->X
:End
:If getKey(4) and (K>0)
:K-8->K
:End
:End


screenie:


and that's it. ask with any questions :D

EDIT: included source/executable :)

EDIT 2: screenie! :D

492
I'm almost done with the scrolling level editor engine for metal slug. I'll post some code in a second. :)

493
well, the only difference from scrolling a pixel at a time to a tile at a time is instead of:
Code: [Select]
:X++
do this:
Code: [Select]
:X+[width of tile]->X
:P

I seem to be having a little trouble understanding the question.

494
General Calculator Help / Re: plat-former scrolling help
« on: January 20, 2012, 04:40:49 pm »
in axe?

I found this post very useful to start out: http://ourl.ca/14189/271878

495
TI Z80 / Re: 2-3 person project?
« on: January 19, 2012, 04:40:13 pm »
But I need a help for the level storage and conception. It would be nice if someone could code a sort of level editor that will store levels
hmm, this will have a scrolling background? cause I'll have to figure that out if so. D:
also, will the tiles be 8*8?

EDIT: I'm on it. :D

btw are we keeping this open source?

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