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Messages - saintrunner

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1036
TI Z80 / Re: Seeker
« on: December 22, 2011, 12:01:48 am »
So here's where I need some help. I'm having trouble designing levels...so if someone is bored and doesn't mind drawing some levels and posting screenies I'd greatly appreciate it!

What I need:
since the game is supposed to be challenging and random (if you played my demo ^^ you know), I want the levels to be a reflection of that! I just need ...basically line based pictures, and I'll figure out how you win them :) any help I use and I'll be sure to give special credit

1037
Axe / Re: how to jump?
« on: December 21, 2011, 11:48:40 pm »
are you moving from the right? your are pxl-testing the top left hand corner (one spot to the left) so is your sprite tall enough to hit that? or are you smaller then the monster? try pxl-test(U-1,V+7)

edit: this should work (and take up less space)

if pxl-test(U-1,V+7)=1
return
end

I don't think you need a subroutine

1038
TI Z80 / Re: Seeker
« on: December 21, 2011, 05:56:56 pm »
By the way, it looks A LOT BETTER on calc! so to get a good feel (it's also easier to play) I'd suggest using a calc

1039
Axe / Re: how to jump?
« on: December 21, 2011, 05:44:10 pm »
sure :) (you should probably explain that though)

(lol he's not even online so he will have some tutorial when he does get on !)

1040
Axe / Re: how to jump?
« on: December 21, 2011, 05:41:04 pm »
The reason I didn't optimize it was because this is so he can learn how to do it, I know how to do all that.....but thanks...?

1041
Axe / Re: how to jump?
« on: December 21, 2011, 05:25:12 pm »
heres a source code for a simple movement/platformer engine I made a while back :) I hope it helps a little

Code: [Select]
:.JUMP
:[1C141C080C081C22]→Pic0MR
:[3828381030103844]→Pic0ML
:1→D
:0→J
:40→X
:55→Y
:Lbl 1
:Line(0,63,95,63)
:Line(0,0,0,63)
:Line(95,0,95,63)
:Line(0,0,95,0)
:Line(0,50,25,50)
:Line(25,50,25,63)
:Line(70,50,95,50)
:Line(70,50,70,63)
:
:Repeat getKey(15)
:If getKey(2) and (pxl-Test(X,Y+7)≠1)
:X-1→X
:2→D
:End
:If getKey(3) and (pxl-Test(X+7,Y+7)≠1)
:X+1→X
:1→D
:End
:If getKey(4) and (pxl-Test(X+1,Y+8) or pxl-Test(X+8,Y+8) and (S≠1))
:15→J
:End
:If (J>0)
:Y-1→Y
:J-1→J
:End
:If (pxl-Test(X+8,Y+8) or pxl-Test(X+1,Y+8)=0) and (J=0)
:Y+1→Y
:End
:If (D=1)
:Pt-Change(X,Y,Pic0MR)
:Pause 20
:End
:If (D=2)
:Pt-Change(X,Y,Pic0ML)
:Pause 20
:End
:DispGraph
:If (D=1)
:Pt-Change(X,Y,Pic0MR)
:End
:If (D=2)
:Pt-Change(X,Y,Pic0ML)
:End
:End

btw, the D variable is for the direction of the sprite (look at my screenie a couple posts above) you don't need this unless you want your sprite to look like he is looking different directions

1042
Axe / Re: how to jump?
« on: December 21, 2011, 03:39:37 pm »
Mine are slightly skewed as well, But I'm working on it...as for simple collision and gravity, pxl-test will work for now :)

1043
Axe / Re: how to jump?
« on: December 21, 2011, 03:34:49 pm »
sorry I misread you post, go ahead, I think that might help :)

1044
TI Z80 / Re: Pokemon Topaze (Axe)
« on: December 21, 2011, 03:33:38 pm »
I sent this to like ten other friends :)

1045
Axe / Re: how to jump?
« on: December 21, 2011, 03:32:23 pm »
I think he gets the gravity, it's just replacing the left and right hitting of objects.....but go ahead :) (I'm actually interested in seeing how your doing it, cause you generally optimize better then me)

1046
General Discussion / Re: Drummers or other musicians, somewhere?
« on: December 21, 2011, 03:31:01 pm »
reading music is definatly the hard part, but if you get like 4 chords down (like E A D and G) You can play almost anything :)

1047
Axe / Re: display a picture problem
« on: December 21, 2011, 03:29:15 pm »
YEAH OPTIMIZATIONS!!!

1048
Axe / Re: how to jump?
« on: December 21, 2011, 03:27:57 pm »
easiest way is to do it is with pxl-test. just throw in arguments like
if getkey(2) and pxl-test(X,Y+8)=0  //if left is pushed and the pxl at the bottom left hand corner is off (remember X and Y set at zero is the top left hand corner)

1049
Axe / Re: how to jump?
« on: December 21, 2011, 12:28:24 am »
oh yeah (its called a bug) and I just wrote that wrong....I usually write that part as a collision (more difficult)

1050
TI Z80 / Re: Sparta GUI Library *Alpha*
« on: December 21, 2011, 12:16:56 am »
looks pretty good :) I'll be checking out that code tomorrow ;)

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