Welcome,
Guest
. Please
login
or
register
.
Did you miss your
activation email
?
1 Hour
1 Day
1 Week
1 Month
Forever
Login with username, password and session length
Home
About
Team
Rules
Stats
Status
Sitemap
Chat
Downloads
Forum
News
Our Projects
Major Community Projects
Recent Posts
Unread Posts
Replies
Tools
SourceCoder3
Other Things...
Omnimaga Radio
TI-83 Plus ASM File Unsquisher
Z80 Conversion Tools
IES TI File Editor
Free RAM areas
Comprehensive Getkeyr table
URL Shortener
Online Axe Tilemap Editor
Help
Contact Us
Change Request
Report Issue/Bug
Team
Articles
Members
View the memberlist
Search For Members
Buddies
Login
Register
Omnimaga
»
Forum
»
Calculator Community
»
TI Calculators
»
TI-BASIC
»
[83+ xLIB] Walking sprites with Xlib
« previous
next »
Print
Pages: [
1
]
Go Down
Author
Topic: [83+ xLIB] Walking sprites with Xlib (Read 3273 times)
0 Members and 1 Guest are viewing this topic.
Halifax
LV9
Veteran (Next: 1337)
Posts: 1334
Rating: +2/-1
[83+ xLIB] Walking sprites with Xlib
«
on:
July 12, 2006, 07:05:00 am »
I was fooling around with Xlib the one day and wanted to make a good four ways walking sprite with the legs moving and all that stuff, but I couldnt. I could not find a fast way to find out the key pressed and then to change the sprite. So I was wondering how you would code a 4-way walknig sprite?
Logged
There are 10 types of people in this world-- those that can read binary, and those that can't.
Zeromus
Guest
[83+ xLIB] Walking sprites with Xlib
«
Reply #1 on:
July 12, 2006, 07:20:00 am »
4 way walking sprite?
http://cdi.calcgames.org/CalcStuffs/T14.zip
is a good example of it, basically, you can have 2 walking, or 2 walking and an idle. The latter being harder. But you just have to change a number (I use the first and 2nd rows so -
+1->
(or negative varaible plus one store to variable) works for me) as for the idle, well that is another issue, ask xlibman or kalan_vod
seeing how I haven't done an idle sprite in ages
Logged
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
[83+ xLIB] Walking sprites with Xlib
«
Reply #2 on:
July 12, 2006, 09:13:00 am »
I dont like doing idle, but for chips if I want to make it orginal....I will have to *gasp*!
, but all in all just a regular movement way would be simpler.
QUOTE
:1→A:Ans→B:real(0
:Repeat θ=45
:For(I,1,0,‾1
:real(1,8B-8,8A-8,1,8,0,3,8,3,0,I
:End
:Repeat Ans
:getKey→θ
:End
:B+(Ans=26)-(Ans=24→B
:A+(θ=34)-(θ=25→A
:End
That is using getkey and not real(8 like in xLIB, since you only need four way movement it would be just as easy. If you wanted to do 8 way movement it would be a little bigger, but just as fast. And if you want to make it have hit detection (aka, if you can walk onto a tile or not like a wall tile you would make it look at the matic first before the move). If you want to see how to do the tile test and what not, let us know and someone will post a code snippet. CDIs is great, but it is a little more complicated that just four way movement (using the same sprite).
Logged
Zeromus
Guest
[83+ xLIB] Walking sprites with Xlib
«
Reply #3 on:
July 12, 2006, 09:27:00 am »
QuoteBegin-Killerplayer+Jul 12 2006, 01:05 PM-->
QUOTE
(Killerplayer @ Jul 12 2006, 01:05 PM)
I was fooling around with Xlib the one day and wanted to make a good four ways walking sprite with the legs moving and all that stuff
Umm... @kalan, sorry bud, yours is just moving sprites, not making them "walk" ^^
Logged
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
[83+ xLIB] Walking sprites with Xlib
«
Reply #4 on:
July 12, 2006, 09:32:00 am »
QuoteBegin-CDI+Jul 12 2006, 03:27 PM-->
QUOTE
(CDI @ Jul 12 2006, 03:27 PM)
QuoteBegin-Killerplayer+Jul 12 2006, 01:05 PM-->
QUOTE
(Killerplayer @ Jul 12 2006, 01:05 PM)
I was fooling around with Xlib the one day and wanted to make a good four ways walking sprite with the legs moving and all that stuff
Umm... @kalan, sorry bud, yours is just moving sprites, not making them "walk" ^^
Rofl, I misread that totally....Sorry man, at least you have something
.
Logged
Halifax
LV9
Veteran (Next: 1337)
Posts: 1334
Rating: +2/-1
[83+ xLIB] Walking sprites with Xlib
«
Reply #5 on:
July 12, 2006, 11:51:00 am »
Yea thanks for all the help guys seriously. Much appriceiated or however you spell that
Logged
There are 10 types of people in this world-- those that can read binary, and those that can't.
kalan_vod
LV11
Super Veteran (Next: 3000)
Posts: 2715
Rating: +10/-0
[83+ xLIB] Walking sprites with Xlib
«
Reply #6 on:
July 12, 2006, 12:04:00 pm »
Np, if you need anymore help let us know.
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
[83+ xLIB] Walking sprites with Xlib
«
Reply #7 on:
July 12, 2006, 01:04:00 pm »
I had lot of problems with walking sprites, it took me a week to get the FFCR (an old RPG that I worked on with drak dragon before he kicks me out for no reason) engine to work properly (the sprite would change direction too late or stuff like that)
Logged
Spellshaper
LV10
31337 u53r (Next: 2000)
Posts: 1690
Rating: +0/-0
This is me. Or maybe not.
[83+ xLIB] Walking sprites with Xlib
«
Reply #8 on:
July 12, 2006, 01:07:00 pm »
ah k... when I was still new to the world of wonders xLib holds, I did a moving engine with walking sprites for testing purposes, using the char sprites form The Verdante Forest ^^
Took a while to figure it out and avoid crashing the calc :knight:
Logged
DJ Omnimaga
Clacualters are teh gr33t
CoT Emeritus
LV15
Omnimagician (Next: --)
Posts: 55943
Rating: +3154/-232
CodeWalrus founder & retired Omnimaga founder
[83+ xLIB] Walking sprites with Xlib
«
Reply #9 on:
July 21, 2006, 09:19:00 am »
yeah same here, and with codex too, I got lot of ram clear when doing ROL3 (which use CODEX)
Logged
Print
Pages: [
1
]
Go Up
« previous
next »
Omnimaga
»
Forum
»
Calculator Community
»
TI Calculators
»
TI-BASIC
»
[83+ xLIB] Walking sprites with Xlib