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Topics - Derf321

Pages: [1] 2
1
Axe / Free Code up for grabs! (Nazi Zombies)
« on: March 06, 2015, 02:17:19 pm »
I made this around 3 years ago but never finished it because I graduated high school. It's for Axe on Ti83 or Ti84, It's mostly finished, just with a few little tweaks needing to be done. I attached a GIF of it in action, it's a top down view Nazi Zombies with 4 different guns (Pistol, Shotgun, Sniper, WunderWaffe). You can buy ammo from the mystery box (random) and it'll store the highscore of the highest round reached. I always compiled with Axe Fusion or Application. Also I attached a sheet laying out what each variable is and what I had planned to do.

Problems were: Wunderwaffe eats wall pixels in the middle (need to make it ChgPxl instead of what I had), sniper occasionally eat a wall pixel, and occasionally zombies get stuck on the middle wall (as shown).

If anyone takes the initiative to finish it, let me know! I just figured I shouldn't let this go to waste =)

(also cheat code, type 1337 on the main menu for 999 health)

Files here: https://www.dropbox.com/sh/vvcyd1tusie9m54/AAB-Yjc4Uqpuc40RQrUFo3Afa?dl=0#/

GIF:

2
Axe / "Change Line" command?
« on: April 04, 2013, 12:42:20 pm »
Is there a command or easy method to simply "change" the pixels in a line, rather than making the whole line off/on? I want to be able to draw and erase a line that goes through a static line.

3
Axe / Best way to make a star shaped bullet?
« on: January 07, 2013, 05:33:37 pm »
I'd like to make a gun shoot star shaped bullets (basically the * sign, its the wunderwaffe from Nazi Zombies). What do you think the best approach to this would be to make it detect wall/zombie collisions? I'd prefer small size over fast speed. Should I use a sprite? Just Text(x,y,"*")? Just pixels turning on? Help is appreciated!  :)

4
Axe / Cannot compile my program into a shell? (SOLVED)
« on: December 05, 2012, 11:49:18 am »
I need to use Crabcake soon, but I cannot run the program in a shell (after compiling it for a shell). When I try, it lets me into the main menu of my program fine, but when I load the main loop it will only work for a couple seconds, displays xxx instead of numbers, and freezes and clears ram. Can someone take a look at it? It still does it when I tried emulating with wabbit, and I've tried compiling it for Mirage, ION, and Doors, but only "No Shell" or Axe Fusion work.

5
Axe / Line( erase command? (SOLVED)
« on: November 30, 2012, 01:00:24 pm »
Is there an "erase" command for Lines in Axe? In BASIC there's Line(X,Y,A,B,0) to erase Line(X,Y,A,B). Is there an equivalent in Axe?

DrawInv worked, thanks!

6
Axe / Error "Invalid" when I try using greyscale (SOLVED)
« on: November 28, 2012, 07:23:44 pm »
I'm writing a game, and I want to make a greyscale line within the code. Line(X,Y,A,B)r would be the command for this, correct? And then just use Dispgraphr at the end of the loop instead of normal dispgraph, right? It's giving me "INVALID" when I try and run the program (it compiles fine). Is it something to do with the greyscale or is it because it's making the game to large? (Source Size: 5014, Compiled: 8263) I heard the limit was 8811 or something. I appreciate any help!

7
Axe / Way to optimize Line( drawings? (SOLVED)
« on: November 27, 2012, 11:36:00 pm »
I have a map drawn out on my game which does not move or change during it. Is there a more efficient way to do Line( drawings? I've seen people use those bracket hex code things like [23423492056] but I'm not sure how to use them or where to get info on them. My program's just getting up there in size and I'd like to condense it before I hit the Axe compiler limit.

Basically I just want to optimize this code that runs once at the start:
Spoiler For Spoiler:
Line(1,9,25,9):Line(25,1,25,9):Line(3,4,4,4):Line(4,3,6,3):Line(6,3,6,4):Line(6,4,7,4):Line(7,4,7,6):Line(6,6,6,7):Line(6,7,4,7):Line(4,6,3,6):Line(3,6,3,5):Line(94,1,94,62):Line(94,48,1,48):Line(1,62,1,1):Line(1,1,94,1):Line(1,62,94,62):Line(16,48,16,62):Line(31,48,31,62):Line(46,48,46,62):Line(61,48,61,62)
Line(1,29,25,29):Line(35,29,55,29):Line(55,29,55,36):Line(55,43,55,48)
Line(3,42,9,42):Line(3,42,3,34):Line(3,34,9,34):Line(9,34,9,42):Line(19,56,19,52):Line(20,54,20,50):Line(20,50,28,50):Line(28,51,24,51):Line(21,52,22,51):Line(37,54,38,53):Line(40,53,41,54):Line(34,52,44,52):Line(44,52,44,51):Line(41,51,34,51):Line(34,53,35,53):Line(38,50,39,50):Line(48,52,59,52):Line(48,53,50,53):Line(50,51,53,51):Line(52,53,52,55):Line(53,53,53,55):Line(54,53,54,53):Line(57,51,58,50):Line(57,52,58,54)
Line(4,55,4,52):Line(5,55,5,52):Line(4,52,11,52):Line(4,51,12,51):Line(6,53,6,53)

I appreciate any help!

8
Axe / Negative/Opposite Numbers (SOLVED)
« on: November 20, 2012, 03:17:31 pm »
Is there a way I can make it so "If EXP1 = true, 1→Z, else, -1→Z"? Or some variation of this? I need a negative number to use in a formula (as in the output eventually will not be negative)

9
Axe / Full Speed Command? (SOLVED)
« on: November 02, 2012, 12:13:00 pm »
I heard there was a "Fast" or "Full Speed" command in Axe, I don't see it in the documentation though. How do you use it?

10
Axe / Enemy Routing Tips?
« on: October 11, 2012, 12:27:12 pm »
I'm having a dilemma trying to decide how to route the enemies in my game the best way. Right now they go straight toward the player, and will slide along walls if the player is diagonal from them (they will not go through walls). The problem is that if a player is directly on the other side of the wall (walls are red in the picture), the enemies will just stay against the wall, so I need to re-route them to go through the nearest doorway. What do you guys think the easiest way to do this would be?

(the player is the dot inside the walls, the enemies spawn outside)

11
Axe / Enemies Freezing after another enemy is shot? (SOLVED)
« on: May 08, 2012, 10:55:35 pm »
PROBLEM SOLVED, THANK YOU ALL FOR INPUT!

So I'm working on my game, and I've run into a problem I can't seem to figure out. When there are multiple enemies, sometimes when I kill one, the others freeze in place, and will not disappear if I shoot it, and it's driving me crazy as to why! If you run the program attached, you can see the problem in the 2nd or 3rd round. I'm pretty sure it has to do with this segment of code:
Spoiler For Spoiler:
:For(G,1,I)
:If pxl-Test({L2+(G*4)},{L2+(G*4)+1})
:For(θ,1,U)
:If {L2+(G*4)}=({L1+(θ*4)}) or ({L2+(G*4)}=({L1+(θ*4)}-1))
:If {L2+(G*4)+1}=({L1+(θ*4)+1}) or ({L2+(G*4)+1}=({L1+(θ*4)+1}-1))
:{L1+(θ*4)+2}-100→{L1+(θ*4)+2}
:0→r1
:If {L1+(θ*4)+2}=0 and (U≠0)
:S+10→S
:100→{L1+(θ*4)+2}
:Pxl-Off({L1+(θ*4)},{L1+(θ*4)+1})
:Pxl-Off({L1+(θ*4)},{L1+(θ*4)+1}-1)
:Pxl-Off({L1+(θ*4)}-1,{L1+(θ*4)+1})
:Pxl-Off({L1+(θ*4)}-1,{L1+(θ*4)+1}-1)
:5→{L1+(θ*4}→{L1+(θ*4)+1}
:r1+1→r1
:End:End
:End:End
:U-r1→U
:
:{L2+(I*4)}→{L2+(G*4)}
:{L2+(I*4)+1}→{L2+(G*4)+1}
:{L2+(I*4)+2)→{L2+(G*4)+2}
:0→{L2+(I*4)}→{L2+(I*4)+1}→{L2+(I*4)+2}
:I-1→I
:Else
:Pxl-On({L2+(G*4)},{L2+(G*4)+1})
:End:End

I appreciate any help! I doubt anyone will take the time to look through the code, but if you could run it and maybe make a suggestion as to what it is, It'd help me a lot!

EXTRA INFO:
Arrow keys to move, 2nd to shoot, clear to end game
I = Bullet count
G = Which bullet
U = Zombie count
θ = Which zombie
r1 = Just a temporary variable so the code runs through for each zombie/bullet and THEN the zombie count is decreased
L1 = zombie array
L2 = bullet array

12
Axe / Line( not working for me? (SOLVED)
« on: April 19, 2012, 11:53:05 pm »
I have a program I made in Basic (birds eye nazi zombies), and I converted it over to Axe. I've gotten pretty much everything to work except Line('s and Pxl-On('s aren't displaying anything. I use this style:
Line(1,2,1,5)
Pxl-On(5,10)

Thats the same for Axe, right?

EDIT: In this post - http://ourl.ca/8409
I see "r" after line, like: Line(w,x,y,z)r
What does r stand for?


I feel dumb now, gonna go sulk in the corner and program  :P

13
Axe / Arrays in Axe (SOLVED)
« on: April 19, 2012, 05:33:28 pm »
I want to make arrays for bullets and enemies, but I can't find the format for it on Axe. I know how to do it in Basic, but it does a compile error if I try it on Axe.
The pictures don't exist anymore for this tutorial:
http://www.omnimaga.org/index.php?action=articles;sa=view;article=61
So I can't see what they're talking about.
Halp please!


Deep Thought fixed the images, thanks though!

14
Axe / Menu( command in Axe? (SOLVED)
« on: April 19, 2012, 12:53:36 pm »
Is there an alternative or way to make menu( work in Axe programs? Or would I have to use: http://ourl.ca/4129;msg=99195   ?
What are the r1, r2, r3 things in that routine, and where are they located?


Thank you all for your help!

15
The Axe Parser Project / Could someone help me please convert this game?
« on: December 04, 2011, 03:33:20 pm »
I made this game (Birds eye view zombies game), it's pretty simple. I know it needs a lot of optimizing and whatnot, but it makes more sense to have it in Axe first. The game is an attachment, here is the annotated source:
(for whatever reason some characters change in the source, like arrows to Ü's, so use the attachment)
Spoiler For Spoiler:
ClrHome
ClrDraw:AxesOff
FnOff :ZStandard
1üÁmin
63üÁmax
1üTmin
95üTmax                //Sets the screen boundaries

Text(42,20,"BY DERF JAGGED"
Text(52,24,"(PRESS ENTER)"
Line(5,32,93,32:Line(10,29,88,29:Line(15,26,83,26

Line(5,57,11,57:Line(5,57,5,36
Line(5,36,11,36:Line(11,36,11,48:Line(11,57,20,45:Line(20,45,20,57:Line(20,57,26,57:Line(26,57,26,36:Line(26,36,20,36:Line(20,36,11,48:
Text(22,28,"AZI"
Line(50,57,68,57:Line(50,57,50,52):Line(50,52,61,52:Line(61,52,50,41:Line(68,57,68,52
Line(68,52,57,41
Line(50,41,50,36):Line(50,36,68,36:Line(68,36,68,41
Line(68,41,57,41
Text(22,70,"OMBIES")                                        //Main menu graphic
0üA
100üQ
Lbl 42
getKeyüK
If K=105:Then
0üK:ClrDraw:Goto 41:End
If A=4:Then
999üQ:0üA
Text(52,24,"CHEAT ENABLED!"                      //Confirmation of cheat code entered correctly
End
If Kø92 and Kø94 and Kø72 and Kø0:Then
0üA:End

If K=92 or K=94 or K=72:Then
If A=1:Then
Goto 11:End
If A=2:Then
Goto 12:End
If A=3:Then
Goto 13:End
If K=92:Then
1üA:Else:0üA
End
0üK
Goto 42
Lbl 11
If K=94:Then
2üA:Else:0üA
End
0üK
Goto 42
Lbl 12
If K=94:Then
3üA:Else:0üA
End
0üK
Goto 42
Lbl 13
If K=72:Then
4üA:Else:0üA
End
0üK
Goto 42
End
Goto 42
End                                   //Enables 999 health cheat after typing "1337" on main menu

Lbl 41
6üO
Menu("SELECT DIFFICULY","RECRUIT",1,"REGULAR",2,"HARDENED",3,"VETERAN",4)
Lbl 4
O-2üO
Lbl 3
O-2üO
Lbl 2
O-2üO                               //Difficulty select
Lbl 1
0üA
0üB
0üC
0üS
0üT
0üR
0üZ
0üU
1üP
1üV
1üW
100üE
1üL
20üX
40üY
XüG
YüH
0üD
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0üáZOMB                       //Set all pre-game variables (ZOMB variables unused right now


Line(1,54,25,54)
Line(25,62,25,54)
Line(3,59,4,59):Line(4,60,6,60):Line(6,59,7,59):Line(7,59,7,57):Line(6,57,6,56):Line(6,56,4,56):Line(4,57,3,57):Line(3,57,3,58):
Line(94,62,94,1):Line(94,15,1,15):Line(1,1,1,62):Line(1,62,94,62):Line(1,1,94,1
Line(16,15,16,1:Line(31,15,31,1:Line(46,15,46,1:Line(61,15,61,1
Text(49,65,"SCORE:")
Line(1,35,25,35):Line(35,35,55,35):Line(55,35,55,28):Line(55,20,55,15)

Text(35,5,"?")
Line(4,21,10,21):Line(4,21,4,29):Line(4,29,10,29):Line(10,29,10,21)

Line(19,8,19,12:Line(20,8,20,12:Line(20,12,28,12):Line(28,11,24,11):Line(21,10,22,11)

Line(37,8,38,9):Line(40,9,41,8):Line(34,10,44,10):Line(44,10,44,11):Line(41,11,34,11):Line(34,9,35,9):Line(38,12,39,12)

Line(48,10,59,10):Line(48,9,50,9):Line(50,11,53,11):Line(52,9,52,7):Line(53,9,53,7):Line(54,9,54,9):Line(57,11,58,12):Line(57,9,58,8)

Text(55,6,"-")
Line(4,8,4,11)
Line(5,8,5,11)
Line(4,11,11,11:Line(4,12,12,12:Line(6,10,6,10                 //Drawing map graphic and weapons graphics


Lbl 99                                  //Begining of game loop
getKeyüK

If K=102:Then
0üL:Else:End
If K=92:Then
1üL:Else:End
If K=93:Then                        //Press 0 for pistol, 1, 2, and 3 for other guns
2üL:Else:End
If K=94:Then
3üL:Else:End

If K=26 or K=25 or K=24 or K=34:Then
Pxl-OffY,X)
Pxl-OffY-1,X-1
Pxl-OffY,X-1)
Pxl-OffY-1,X)
KüJ
If D=0:Then
KüI
End:End

X+1(K=26 and pxl-TesY,X+1)ø1 and pxl-TesY-1,X+1)ø1)-1(K=24 and pxl-TesY,X-2)ø1 and pxl-TesY-1,X-2)ø1)üX
Y-1(K=25 and pxl-TesY-2,X)ø1 and pxl-TesY-2,X-1)ø1)+1(K=34 and pxl-TesY+1,X)ø1 and pxl-TesY+1,X-1)ø1)üY

Pxl-On(Y,X)
Pxl-On(Y-1,X-1
Pxl-On(Y-1,X)
Pxl-On(Y,X-1)                        //Movement and wall detection (so you can't walk through walls)

If K=21 and D=0:Then            //Shoot button pressed, and no bullets fired
1üD:1üT
End

If D=1:Then                        //Moves the bullet origin so you don't shoot yourself
JüI:XüH:YüG
H-1(I=24)üH
G-1(I=25)üG
2üD
End

If T=1:Then                         //If this bullet is in the air
Pxl-OffG,H)
H-1(I=24)+1(I=26)üH            //Then move the bullet in the direction indicated by I
G-1(I=25)+1(I=34)üG
If G=W or G=W-1:Then         //If the bullet hits the enemy, -100 to its health
If H=V or H=V-1:Then
E-100üE
End:End
If pxl-TesG,H:Then:5üH        //If the bullet hits a wall, then the bullet is no longer in the air (T is 0)
5üG:0üT:0üD
Else
Pxl-On(G,H)                       //Otherwise display the bullet and keep going
End:End


If E=0:Then                     //If enemy is dead, then +100 to score and make enemy dissapear
S+100üS
100üE
0üZ
Pxl-OffW,V)
Pxl-OffW,V-1)
Pxl-OffW-1,V-1:Pxl-OffW-1,V)
3üW
90üV
0üZ
End

If Z=0 and R=2                         //If no enemies, then end round
Then:0üR:P+1üP:End

If K=41 and Z=0:Then               //If no enemies and no round is going, press MATH to start next round
1üR:End

If R=0:Then
Text(10,3,"PRESS MATH TO START ROUND")
End
If R=1:Then
Text(2,26,"ROUND")
Text(10,2,"                                                                                        "
Text(2,47,P)
2üR
2üZ
End

If Z=2:Then                //If round starting, put a semi-random location for enemy to spawn
randInt55,90)üV
5üW
1üZ
Pxl-On(W,V)
Pxl-On(W-1,V)
Pxl-On(W,V-1)
Pxl-On(W-1,V-1
End
U-1(Uø0)üU
If Z=1 and U=0:Then                  //If round going, move toward player (unless theres a wall in the way)

Pxl-OffW,V)
Pxl-OffW-1,V)
Pxl-OffW,V-1)
Pxl-OffW-1,V-1)
W+1(Y>W and pxl-TesW+1,V)ø1 and pxl-TesW+1,V-1)ø1)-1(Y V+1(X>V and pxl-TesW,V+1)ø1 and pxl-TesW-1,V+1)ø1)-1(X Pxl-On(W,V)
Pxl-On(W-1,V)
Pxl-On(W,V-1)
Pxl-On(W-1,V-1)
OüU
End

If V=X+1 or V=X-2 or V=X or V=X-1 or V=X+2:Then                  //If enemy touches you, -25 health
If Y=W or Y=W+1 or Y=W+2 or Y=W-1 or Y=W-2:Then
Q-25üQ

If Q÷0:Then                  //If your health is 0, go to end script
Goto 45:End
End:End


Text(2,10,Q)            //Display health
If Q<100:Then
Text(2,18,"   "
Else:End

Text(55,18,A)       //Display gun ammo values
Text(55,33,B)
Text(55,48,C)
Text(55,65,S)       //Display score
Goto 99               //END OF GAME LOOP


Lbl 45                           //Game over graphic menu when you die
ClrDraw
Text(10,30,"GAME OVER")
Text(20,25,"YOU SURVIVED")
Text(27,45,P)
If P=1:Then                   //Display how many rounds survived
Text(34,37,"ROUND")
Else
Text(34,37,"ROUNDS")
End
Text(50,10,"PLAY AGAIN")
Text(50,65,"EXIT")
Line(9,14,48,14:Line(48,14,48,6:Line(48,6,9,6)
Line(9,6,9,14)
1üA
Lbl 46
getKeyüK
If K=26:Then
Line(9,14,48,14,0)
Line(48,14,48,6,0)
Line(48,6,9,6,0:Line(9,6,9,14,0)
Line(64,14,82,14)
Line(82,14,82,6:Line(82,6,64,6
Line(64,6,64,14
2üA                                                //Draw box around option selected (Play again/Exit)
End
If K=24:Then
Line(64,14,82,14,0)
Line(82,14,82,6,0)
Line(82,6,64,6,0)
Line(64,6,64,14,0)
Line(9,14,48,14:Line(48,14,48,6:Line(48,6,9,6)
Line(9,6,9,14)
1üA
End

If K=105 and A=1:Then
prgmZOMBIES:End                //End program, or restart depending on their choice
If K=105 and A=2:Then
ClrDraw:ClrHome:Stop:End
Goto 46

This is my first major program and it is incomplete still.

Things I can do later on my own:
-Shop system
-Highscores list
-Better looking map

Things I need help with:
-Optimizing
-Converting to Axe
-Creating array for multiple enemies to spawn
-Creating array for multiple bullets to be going (as well as functionality for other three guns)

The other guns I want to add are:
-Shotgun (shoots one pixel forward, and two others going 1 pixel away from the main bullet every 2 pixels)
-Battle Rifle (shoots 3 bullets in a line)
-Wunderwaffe (shoots a multiplication sign and either chain-hits zombies or explodes like a grenade)


I don't expect anyone to convert it all (but that would be godly!), but just give me suggestions and help. Thank you, I appreciate any help!  :)

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