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Axe / Re: 16*16 sprite editor?
« on: October 02, 2018, 09:35:56 pm »
Do any of these work anymore? I can't seem to find a single one without a broken link. Hopefully, someone is still active on this thread from many years ago...
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Axe / Re: 16*16 sprite editor?« on: October 02, 2018, 09:35:56 pm »
Do any of these work anymore? I can't seem to find a single one without a broken link. Hopefully, someone is still active on this thread from many years ago...
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The Axe Parser Project / Lag Problems with Collisions« on: March 22, 2018, 09:04:24 am »
I have been re-creating Space Invaders in Axe and it was going smoothly until I ran into some lag problems. Every enemy has to check for a collision with each bullet and the player every tick. When I added player collision the whole game started going extremely slow. Is there an optimization trick I'm missing? Thanks.
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The Axe Parser Project / Re: GDB vs Pic« on: March 22, 2018, 09:01:28 am »
I'm sorry, I don't know what you mean by the degree symbol.
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The Axe Parser Project / GDB vs Pic« on: March 21, 2018, 09:57:30 pm »
I was wondering what the difference was between GDB and Pic as they seem to do the exact same thing and use the same hex codes. Is there a time you would use GDB over Pic? Thanks!
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The Axe Parser Project / Auto Backup for Sub-programs.« on: March 19, 2018, 06:15:56 pm »
Recently, my calculator's ram was cleared and I was working on a programs with several sub-programs running within it. I got the main control program back, but lost just about everything else. I was wondering if there is a setting to make backups for these too. If not, is there a way I can do this manually on the calculator?
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Axe / Re: Flames tutorial« on: March 16, 2018, 07:46:42 pm »
I am confused (sorry for being such a noob). I understand everything before the for loop, but I don't understand how L6 can draw to the screen and how that works. Also, why do you only need 768 bytes for 6144 pixels?
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The Axe Parser Project / Re: Sprites and Many Instances of a Sprite« on: March 16, 2018, 05:33:53 pm »
I have also been working on an Atari Breakout game (https://www.google.com/search?q=atari+breakout&safe=strict&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjQ4LC85fHZAhXDqFkKHThZClcQ_AUICigB&biw=1920&bih=949). How would I when the ball collides on the side of a box as opposed to the top or the bottom?
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The Axe Parser Project / Re: Sprites and Many Instances of a Sprite« on: March 15, 2018, 05:45:35 pm »
How would I for example create multiple enemies or instances of a sprite and keep up with their positions and variables? (Space Invaders for example)
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The Axe Parser Project / Sprites and Many Instances of a Sprite« on: March 15, 2018, 10:56:41 am »
I'm new to Axe and I am having trouble finding tutorials for specific areas of Axe. I am currently in the process of recreating the dino jump game from the Chrome browser (if you don't know what I mean disconnect from the internet and you can play the game on Chrome). I need help with storing the cactus's positions. I tried using Ti-Basic syntax for the lists, but it gave me an error. Also, how do I create a hex code for a sprite bigger than 8x8? Please help.
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