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Messages - yunhua98

Pages: 1 ... 91 92 [93] 94 95 ... 184
1381
TI Z80 / Re: Axe game : Avoid
« on: December 23, 2010, 11:54:28 am »
sadly, I have no cable, only two calcs.  :(

btw, nice to see you're still around, Mighty Moose!

1382
Humour and Jokes / Re: Funny #omnimaga quotes (NSFW)
« on: December 23, 2010, 11:36:34 am »
Quote
Quote #96 - [09:20:45] * yunhua98 is working on Tap Tap [09:20:53] <yunhua98> but doesn't know how to do music yet [09:20:59] <yunhua98> . :P [09:21:12] <yunhua98> err... late period [09:21:20] <yunhua98> wiat, that sounded wierd

lol, that was a total accident.  :P

1383
Miscellaneous / Re: Decrease of activity
« on: December 23, 2010, 10:47:05 am »
wow, DJ, they don't look at each individual class?  My parents would be so happy with my grade if that were the case...
English == My Achilles Heel.  :(

1384
Casio Calculators / Re: Casio Prizm already for sale???
« on: December 23, 2010, 10:45:31 am »
I wonder if Casio will have emus, because it is unlikely for me to get one anytime soon...  :(

1385
Humour and Jokes / Re: r
« on: December 23, 2010, 10:43:24 am »
is it possible for one to be availible randomness only?

1386
TI Z80 / Re: Axe game : Avoid
« on: December 22, 2010, 09:47:13 pm »
I hope it stops at like half-way though, or else it'd be hard.  :o

1387
TI Z80 / Re: [Mini-Project] Axe TRON
« on: December 22, 2010, 09:46:37 pm »
man, if I only had an I/O cable, I could make two player games.  :(

btw, that looks great!  and very fast.  ;)

1388
Contra / Re: Contra
« on: December 22, 2010, 09:44:55 pm »
cool!  Can't wait for screenies.  ;)

1389
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 09:43:39 pm »
Axe is an Integer system, I think it has something to do with your guy appearing there instantly.  ;)
as for the wall, use
Code: [Select]
:If pxl-test(X+8,Y)
:X-1->X
:End
that should work unless your incrementing the X by more than 1.
otherwise you could include it in your getkey codes.  as for double jumping, if you did what I suggested and have a J var for whether you're jmping or not, do this:
where J is 0 for on ground or falling, J is 1 for jumping
Code: [Select]
:If J and (getkey(1))
:Y-1->Y
:End

with a timer, that is.  ;)

1390
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 05:12:04 pm »
the x+7 checks for the pixel below the sprite on the bottom right corner.  ;)

1391
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 05:05:10 pm »
the x-1->x part will make the sprite float up if there is ground underneath.  ???

1392
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 04:44:47 pm »
just use "Horizontal -"  All it does is shift the screen to the left on pixel, put that inside the main loop, and it scrolls everything.  This also means you'll have to constantly update the "floor"

also, your problem may be that your using Y+9, it should be Y+8.  ;)  PLus you should also pxl-Test(X+7,Y+8) as well as pxl-test(X,Y+8)

1393
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 04:35:26 pm »
for side scrolling you could just use "Horizontal -"  ;)

1394
Portal X / Re: Portal X
« on: December 22, 2010, 04:33:09 pm »
:w00t: :w00t:

I've played Portal on Emu a lot, because it doesn't work on my calc.  (2.53MP)  I can't wait for a version that does and faster.  :D

1395
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 04:31:32 pm »
I've made a similar platformer that only moves in one direction, but its not done because of collision detection with incoming obstacles.  What I did for jumping was have a variable called J for whether he's jumping or not, a var F for whether he's falling or not, and T as a timer, and V as the vertex, where he stays put in the air for 2-3 frames.  (bad physics.  :P)

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