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The Axe Parser Project / Re: Credit
« on: March 19, 2011, 10:34:35 pm »
Why is there a newprog category, if its not interpreted? Plus, most axe games are high-quality
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to. 856
The Axe Parser Project / Re: Credit« on: March 19, 2011, 10:34:35 pm »
Why is there a newprog category, if its not interpreted? Plus, most axe games are high-quality
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Axe / Re: New Tilemapping Tutorial With Example« on: March 18, 2011, 03:36:47 pm »
The ones where its like:
Code: [Select] :If getkey(1) and [some other conditions] delete those, from getkey(1)-getkey(4), but don't deleted the one involving storing into theta.
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Art / Re: Request for a bunch of random 16x16s in 4lvl grey« on: March 18, 2011, 11:28:30 am »
Pokemon guy, he looks something like this.
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TI Z80 / Re: Axe Block Breaker« on: March 18, 2011, 11:10:47 am »Its just awesome seeing people like your ideas, and use it.thanks, and yeah, the first part is very true. 860
Art / Re: Super Mario Bros 2 sprite request« on: March 18, 2011, 11:09:53 am »
Here's the holding sprite, the first one's not really that good though...
oh, and when you use these sprite for the game, you may want to move the sprites down one pixel with two blank rows above them so the "Super" Mario will be noticeably taller. 861
TI Z80 / Axe Block Breaker« on: March 18, 2011, 11:01:51 am »
I saw jimbauwens' BlockBreaker 68K, and I thought it was to awesome not to port to Axe. But I couldn't play the actual game, so I read the readme. I took the basic concept of his game and probably will take some levels, to make an Axe version. Its not really a port, since its missing some of the stuff he has in the 68K version, but I'm also going to add some stuff from Block dude and my own ideas.
I've got most of the sprites done, although some aren't shown yet, the basic engine, and some features. I'm still working on Saving and Restarting, and I need more levels. If anyone wants to help make them, feel free. So so far, I have two easy levels, the restart doesn't work yet, Mode to quite right away, clear to get to the "menu". Controls similar to Blockdude, 2nd to break the white blocks. the checkered ones are unbreakable, but their positions aren't fixed. the brick patterned ones are walls that can also float. 862
Graviter / Re: Graviter - Axe« on: March 18, 2011, 10:27:08 am »<3Fixed. 863
TI Z80 / Re: Super Mario Bros. 2 port [AXE]« on: March 18, 2011, 10:21:14 am »
Yeah you should.
I think Deep looked at the dates wrong... 864
ASM / Re: Really Long Source Code« on: March 18, 2011, 10:19:54 am »
Wow, I can see why people are reluctant to discontinue ASM programs...
@Xeda: I still don't know how you understand Hex more than Assembly. But thats just amazing. 865
TI Z80 / Re: Motherload« on: March 17, 2011, 06:58:05 pm »
thats why I suggested going down 666 feet instead of 6666.
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TI Z80 / Re: Axe Tutorial« on: March 17, 2011, 06:54:18 pm »
I could write up a version of my tilemapper tutorial with out the example.
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TI Z80 / Re: Axe Tutorial« on: March 17, 2011, 06:38:57 pm »
I reading this right now, but shouldn't this be in Axe Language subforum?
EDIT: looks good, but you can add 2 A-Z, theta, and 0-9 to the end of a pointer name. 868
Site Feedback and Questions / Re: Site funding and maintenance« on: March 17, 2011, 06:20:31 pm »
Starfow mockups in the Star Fox thread, those were amazing.
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News / Re: IRC Channel -i Again« on: March 17, 2011, 06:16:20 pm »
Apparently it's going to come back skipping the Post Notifier only Stage. I'm guessing when Netham gets it back up, since DJ said it was okay.
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Art / Re: Can someone point me to a humanoid spriting tutorial?« on: March 17, 2011, 06:01:16 pm »
1.618, or 1 over that.
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