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Messages - parserp

Pages: 1 ... 58 59 [60] 61 62 ... 113
886
TI Z80 / Re: POGO
« on: November 17, 2011, 05:38:33 pm »
Beggining of main loop, outside main loop, or where?
anywhere inside the main loop ;)
(it's easiest to do it right before the dispgraph :))

887
TI Z80 / Re: Swords
« on: November 17, 2011, 05:37:08 pm »
ok, so a couple of questions:
what is the initial value of r5?
and, um, I'm not sure what's happening: (this is the entire source)
Code: [Select]
:.EXPLODE
:[FFFFFFFFFFFFFFFF]->Pic3
:[11180240924884992]
:[EBA896457AC9976B]
:[895DE455BAD6ABBE]
:3->r5 //I just decided to do 3, I'm not sure what it should be
:If {P*3+L2}<6
:!If {P*3+L2+2}
:Pt-On({P*2+L1},{P*2+L1+1},{P+3+L2}*8+Pic3-1)
:{P*3+L2}++
:End
:End
:DispGraph
:Pause 1000
:End

888
Art / Re: ASCII sprite arts
« on: November 17, 2011, 04:50:26 pm »
}---[
crocogator :P
J/K

889
TI Z80 / Re: Swords
« on: November 17, 2011, 04:47:01 pm »
No I just had a few different sprites stored into the enemy pic
hmmm, could you post a snidbit (?) of code? <insert puppy dog eyes>

890
TI Z80 / Re: Swords
« on: November 17, 2011, 04:45:17 pm »
ooh if I wanted to blow them up I would have to set up an alternate buffer and a whole bunch of other stuff... D:
anyone have an idea for an animation for when enemies are killed?

EDIT: an easy animation?

For mine, I started with a hole in the middle of the enemies and had the hole expand. It looked kinda like an explosion.
did you do that with the circle command?

891
TI Z80 / Re: Swords
« on: November 17, 2011, 04:40:12 pm »
And also, since the poll system is broke, should this game be compiled into a program or app? (executable will be around 16K)

892
Axe / Re: Stages and Collision
« on: November 17, 2011, 09:15:45 am »
Ok I put it in but its not displaying, how would I implement this with my code?
hmmmm, did you do it exactly like the source? maybe need dispgraph? did you save it before displaying it?

893
Miscellaneous / Re: Question about the post rating system
« on: November 16, 2011, 10:58:19 pm »
lol he got +2 asking how to uprate ;D

894
Axe / Re: Stages and Collision
« on: November 16, 2011, 10:51:19 pm »
Ok, now how would I display the appv"TheEnd" ?
it's in the source: just look for: If getKey(9)
(I think it's at the end :))

895
Axe / Re: Stages and Collision
« on: November 16, 2011, 08:23:18 pm »
Ok here's the source :D
controls:
2nd-turn pixel on
mode-turn pixel off
Y=-clear screen
Store-store pic as appvar
Enter-draws stored appvar on screen
Graph-Displays your current X,Y coordinates (I don't think you'll be needing this but I threw it in anyway :))

NOTE: greyscale isn't very good, but it still functions :)

896
Art / Re: ASCII sprite arts
« on: November 16, 2011, 07:46:42 pm »
#Q$D:*&%
Me :P

897
Axe / Re: Stages and Collision
« on: November 16, 2011, 07:39:36 pm »
ok, I'll make one and post it... :)
(please wait...)

898
Art / Re: ASCII sprite arts
« on: November 16, 2011, 07:38:51 pm »
>|:|
evil ninja man?

899
Axe / Re: Stages and Collision
« on: November 16, 2011, 07:36:24 pm »
Yes, also with doing the drawing program, do I make this or is it in code? (Hopefully made)
well, it has been made hundreds of times, however nobody has (as far as I know) made a program to do that, everyone codes it to fit their specific need for their games.
but someone smarter than me: has one been made?

900
Axe / Re: Stages and Collision
« on: November 16, 2011, 07:32:41 pm »
impossible? is that a joke or a real question?
joke xD
lol
do you still need help with collisions?

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