Author Topic: [Axe] Picraft 2  (Read 11538 times)

0 Members and 1 Guest are viewing this topic.

Offline Runer112

  • Moderator
  • LV11 Super Veteran (Next: 3000)
  • ***********
  • Posts: 2289
  • Rating: +639/-31
    • View Profile
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

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
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

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
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

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
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.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline Piguy-3.14

  • LV3 Member (Next: 100)
  • ***
  • Posts: 41
  • Rating: +1/-0
    • View Profile
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?

Offline Hayleia

  • Programming Absol
  • Coder Of Tomorrow
  • LV12 Extreme Poster (Next: 5000)
  • ************
  • Posts: 3367
  • Rating: +393/-7
    • View Profile
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.
I own: 83+ ; 84+SE ; 76.fr ; CX CAS ; Prizm ; 84+CSE
Sorry if I answer with something that seems unrelated, English is not my primary language and I might not have understood well. Sorry if I make English mistakes too.

click here to know where you got your last +1s

Offline XiiDraco

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
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

  • LV3 Member (Next: 100)
  • ***
  • Posts: 41
  • Rating: +1/-0
    • View Profile
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:)

Offline XiiDraco

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 513
  • Rating: +32/-5
  • Forget the numbers, just call me, Recreation.
    • View Profile
    • Black-Lark Games
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

  • LV3 Member (Next: 100)
  • ***
  • Posts: 41
  • Rating: +1/-0
    • View Profile
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

  • LV3 Member (Next: 100)
  • ***
  • Posts: 41
  • Rating: +1/-0
    • View Profile
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!

Offline DJ Omnimaga

  • Clacualters are teh gr33t
  • CoT Emeritus
  • LV15 Omnimagician (Next: --)
  • *
  • Posts: 55943
  • Rating: +3154/-232
  • CodeWalrus founder & retired Omnimaga founder
    • View Profile
    • Dream of Omnimaga Music
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

  • LV7 Elite (Next: 700)
  • *******
  • Posts: 663
  • Rating: +10/-0
    • View Profile
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..
None of my posts are meant offending... I you feel hurt by one of my posts, tell me ... So i can appoligise me and/or explain why i posted it


Hi there, I'm the allmighty (read as: stupid, weak...) STEVON8TER