Omnimaga
Calculator Community => TI Calculators => Axe => Topic started by: boot2490 on September 17, 2011, 02:58:58 pm
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I am just starting Axe. How would I go about learning it?
Are there any beginner tuts?
I plan to make an engine replacement for Contra 83, making it faster and more playable.
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Read the PDF that came wiht Axe
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That. One of the better ways to learn it is to read through the documentation and commands list, then start to experiment. Over time you'll start making little connections here and there, and before you know it...;D
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You learn by doing, but don't forget to BACKUP your data before you run it (the parser can also compile from archive)
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yeah just get the axe prgm, and in the file u export it will have a bunch of tuturiols and examples, plus a command and begginer packet
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also, i advise u always compile with ion!!!! works easier and is easier to use
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:) The only issue people might have with that is that the end user will need an ION shell x.x
Also, we usually edit our previous post with amendments as opposed to double posting :)
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Hey saintruner, not sure if you ever read the rules (http://www.omnimaga.org/index.php?action=ezportal;sa=page;p=2), but you should only doublepost when a period of over 6 hours has passed or you're posting updates to a project.
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1 period = 1 day? So 1 period over 6 is four hours... :P
(don't listen to me!)
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.... Thinking....
I guess a period must be 36 hours then.... Unless he's altering the rules... Or something.... ...
Or a period in school... My periods are 45 min so... That would be 7.5 minutes...
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Another suggestion:
I've always learned best by doing: try making something. It doesn't have to be something ambitious -- maybe try making a puzzler or a platformer or perhaps some kind of utility program. Build on it iteratively, and make it a learning process. After all, you only know what questions to ask when you need to ask the question (err, does that make sense?) Post updates fairly frequently too -- it motivates you to work on it/makes you look stupid if you stop all of a sudden (so you don't).
...to be honest, I need to start doing that myself.
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...to be honest, I need to start doing that myself.
yes, I've been waiting for Lights and Axe Minewseeper 1.00 for over a year now. <_<
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...to be honest, I need to start doing that myself.
yes, I've been waiting for Lights and Axe Minewseeper 1.00 for over a year now. <_<
<.<
>.>
<.<
Shhhhhhhhh....
Another tip: don't be recklessly overconfident and be like "oh, I can completely rewrite a game it took me several months to make from scratch because I'm so much smarter now!" (lesson learned)
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Yeah, I second what Michael_Lee said a couple posts ago. I didn't know to make games until I made one. I visualized exactly what I wanted, and made it. As for figuring out how to implement certain features, use the Butts Fredkin Algorithm for figuring stuff out. It goes like this:
1. Write down the problem.
2. Think, really hard.
3. Write down the solution.
If it can be written in problem form (everything can - how do I do this, what's the best way to do that, et cetera), it can be solved via the Butts Fredkin Algorithm.
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Yeah, I agree with both (and with DJ :P)
I have a pessimist sentence: the better way for it to not finish bad is to never start.
Now an optimist version: It will never be finished if it is never started.
Now another optimist version: Start, and you'll see if it is good or bad; if it is good, ok; if it is not good, you can make it good.
Example. I made my Pokemon game and it took 23000 bytes, because I was an absolute beginner. But at least, it was working.
THEN, you read what you wrote and see stupid things and you optimize. Now my game takes 21300 bytes, with more things in O.O
So don't think "I am a beginner". Begin.