Author Topic: Seeker  (Read 32341 times)

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Offline jacobly

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Re: Seeker
« Reply #90 on: December 12, 2011, 11:21:15 pm »
Hmm... a 2x3 pixel sprite only takes up 2 bytes. Did you mean a 6x64 pixel sprite maybe?
Code: [Select]
: [0640 FFFFFFFFFFFFFFFF 0000000000000000 FFFFFFFFFFFFFFFF FF818181818181FF FF818181818181FF FF818181818181FF]->Pic1
: ClrDraw
: Bitmap(10,20,Pic1)
: DispGraph
: Pause 1000

Offline Quigibo

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Re: Seeker
« Reply #91 on: December 13, 2011, 02:42:06 am »
By the way, any bits that are in the bitmap data that are NOT displayed (the right edges for sprites with widths that are not multiples of 8 ) must be set to zero.  It might be possible to corrupt memory or see sprite glitches without this.
« Last Edit: December 13, 2011, 02:42:30 am by Quigibo »
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Offline epic7

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Re: Seeker
« Reply #92 on: December 13, 2011, 10:11:55 am »
What are the first four numbers for?

Offline saintrunner

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Re: Seeker
« Reply #93 on: December 13, 2011, 03:48:08 pm »
I'm fixing my jumping problem in seeker (which I remind you is what this thread is for) by making it more 'moon gravity' like. faster up then down. but just a little
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Offline Yeong

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Re: Seeker
« Reply #94 on: December 13, 2011, 05:59:54 pm »
wait. so I need the space between those hex?
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Offline saintrunner

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Re: Seeker
« Reply #95 on: December 13, 2011, 06:15:59 pm »
ok so seeker screenie! (I changed my mind on not showing it) also I'm not sure if I'll finish this project so if anyone wants to work on it just ask :)

also wabbit was a tad slow, and it looks a lot better on calc
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Offline epic7

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Re: Seeker
« Reply #96 on: December 13, 2011, 06:52:29 pm »
wait. so I need the space between those hex?
For bitmaps? Well, mine totally screwed up :P

Offline LincolnB

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Re: Seeker
« Reply #97 on: December 13, 2011, 08:34:25 pm »
hey, that looks pretty nice. Good job!
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Offline saintrunner

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Re: Seeker
« Reply #98 on: December 13, 2011, 08:39:10 pm »
Thanks! and like I said...it's getting tedious....
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Offline epic7

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Re: Seeker
« Reply #99 on: December 13, 2011, 08:40:15 pm »
Making levels?

Offline saintrunner

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Re: Seeker
« Reply #100 on: December 13, 2011, 08:42:08 pm »
yep. in order to not confuses variables, I'm using multiple loops......it takes a while.
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Offline epic7

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Re: Seeker
« Reply #101 on: December 13, 2011, 08:48:14 pm »
Multiple loops? Like wut?

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Re: Seeker
« Reply #102 on: December 13, 2011, 08:50:40 pm »
wait. so I need the space between those hex?
No.  You don't want spaces there; I included them only to make it easier to look at on the computer.

Offline saintrunner

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Re: Seeker
« Reply #103 on: December 13, 2011, 08:50:52 pm »
like I'm simply making adjustments to variables lines and sprites for each level on one loop, but since variables are getting confusing as I use more and more, I'm just going to use a lbl to get to a new loop with new variables and stuff.
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Offline epic7

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Re: Seeker
« Reply #104 on: December 13, 2011, 09:18:42 pm »
Copying the main loop?
Well, for levels with a few unique vars
GAME(arg,arg,arg
Use some subroutine arguments,
Or, maybe use L1 and do this
GAME(level number)
In the loop, maybe use
{r1*amt_of_vars+L1}
{r1*amt_of_vars+L1+1}
{r1*amt_of_vars+L1+2}
And so on so you can use the same code and start out with new variables rather than re-making the loop
wait. so I need the space between those hex?
No.  You don't want spaces there; I included them only to make it easier to look at on the computer.
That's rather misleading; I almost put spaces :P
« Last Edit: December 13, 2011, 09:18:52 pm by epic7 »