Author Topic: [Axe] Picraft 2  (Read 11620 times)

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Offline Runer112

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Re: [Axe] Picraft 2
« Reply #45 on: June 20, 2013, 01:00:35 am »
You can always post the code and ask others for help with debugging it if you're having trouble doing so alone.

Offline XiiDraco

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Re: [Axe] Picraft 2
« Reply #46 on: June 20, 2013, 01:49:10 am »
I never figured out how to change data values in the array after it was created :/. But I can get dynamic movement down for it pretty good. That's what I had on Fallen and it ran great. :D

Offline DJ Omnimaga

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Re: [Axe] Picraft 2
« Reply #47 on: June 20, 2013, 02:20:02 am »
Really Piguy, a tilemap is definitely the way to go. I don't know how you could do it in any other way.
Without tilemaps, you pretty much have to do one if conditional for each obstacle in the map, and worse, you end up with dozens of If blocks per map, meaning that your game will take 10 KB fast. I did that in my Team Demo game in 2002 (before I learned tilemaps) and look at how large it is x.x

The other way is pixel test, which isn't as bad, but for a Minecraft-type game it won't work without a tilemap.
« Last Edit: June 20, 2013, 03:00:20 am by DJ Omnimaga »

Offline Hayleia

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Re: [Axe] Picraft 2
« Reply #48 on: June 20, 2013, 02:49:45 am »
I never figured out how to change data values in the array after it was created :/.
If you compiled as an app and used an array "inside your program", of course you couldn't change the array since you "can't" edit your app. But if you compile as a program, or if your array is in an external var (like an appvar), there should be no problem.
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Offline Piguy-3.14

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Re: [Axe] Picraft 2
« Reply #49 on: June 21, 2013, 06:38:29 pm »
Hmm... Well it is an app.... Is there another way to create an array other than tilemap?

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Re: [Axe] Picraft 2
« Reply #50 on: June 22, 2013, 02:52:31 am »
Hmm... Well it is an app.... Is there another way to create an array other than tilemap?
Creating an array has nothing to do with tilemapping. Tilemapping is just a method to render a world on the screen. So your question should be more "is there a way to have the array outside the app ?", and then the answer is this.
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Re: [Axe] Picraft 2
« Reply #51 on: June 22, 2013, 01:57:10 pm »
Hmm... Well it is an app.... Is there another way to create an array other than tilemap?
Creating an array has nothing to do with tilemapping. Tilemapping is just a method to render a world on the screen. So your question should be more "is there a way to have the array outside the app ?", and then the answer is this.
I think I understand more now, but I'm still quite overwhelmed :crazy:! Lol, I might get back into calc programming later.

Offline Piguy-3.14

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Re: [Axe] Picraft 2
« Reply #52 on: June 29, 2013, 03:17:41 pm »
Hmm... Unless I can get someone to help with implementing collision detection while not using tilemap... If you would be intrested in helping please say so as I could definitely use some... If I do not get a response for collision I may be forced to release 0.3.0 without collision which would be very bad... If you think you can help please do; any coding you do will be credited toward you, thanks:)

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Re: [Axe] Picraft 2
« Reply #53 on: June 30, 2013, 08:48:30 pm »
Actually since I'm not working on anything at the moment (Starblaze doesn't exactly count atm), I could help.
« Last Edit: June 30, 2013, 08:49:21 pm by XiiR3CR34T10N »

Offline Piguy-3.14

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Re: [Axe] Picraft 2
« Reply #54 on: July 01, 2013, 02:29:45 pm »
Ok if you would help me I'd love it, give me your email so I can send you the code and some instructions for what I need help on.

Offline Piguy-3.14

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Re: [Axe] Picraft 2
« Reply #55 on: July 18, 2013, 07:49:27 pm »
Hey, I'm back, sry for the lack of posts, just wanted to let you know I have released Picraft 2 version 0.3.0 and then about a day after that I released version 0.3.5 . I released the latest version(0.3.5) yesterday so it's still pretty new. The features added in 0.3.0 were:
•physics
-acceleration and deceleration
-jetpacks
-gravity
•other small features
-map boundries
-now includes source code
-a few other tiny add-ons
In version 0.3.5 I added:
•new blocks
-re-added dirt
-added snow
-added ore
-added ladders
•game improvements
-placing a block now displays its name
-autosave
•the beginning of survival
-health bar
That is both 0.3.0 and 0.3.5 features so if you want to try them out, go ahead! The game is available on ticalc and Cemetech, enjoy:) Also if you have any requests for version 0.4.0 I'd love to hear em, as your opinion matters the most, so please do tell me what you would like me to include in the next version and Ill do my best to include them. That's all I have to say for now; have fun!

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Re: [Axe] Picraft 2
« Reply #56 on: July 27, 2013, 06:17:13 pm »
Ok I'll try it out when I have time. I would recommend putting a link to both the ticalc and Cemetech downloads in the first post next time, though, so we don't have to search through the sites. ;) (Also some people are lazy and might not even try the game for that reason)
« Last Edit: July 27, 2013, 06:18:05 pm by DJ Omnimaga »

Offline stevon8ter

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Re: [Axe] Picraft 2
« Reply #57 on: July 27, 2013, 07:02:17 pm »
well i actually got a question... in what way do you store your map? and is it finit or infinit..?
pm me if you'dd like to tell me..
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