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Messages - collechess

Pages: [1] 2 3 ... 7
1
TI-BASIC / Convert list to string?
« on: December 25, 2011, 12:54:52 pm »
Is it possible to convert a list to a string in TIBASIC?

2
Axe / Curves in Axe
« on: December 06, 2011, 06:08:50 pm »
How do you draw curves in axe? 

3
Axe / Re: Axe Space Questions
« on: December 02, 2011, 05:45:56 pm »
Ohhh.  That explains a lot of bugs in my programs.  Thanks for the help.

4
Axe / Re: Axe Space Questions
« on: December 02, 2011, 05:39:32 pm »
Thanks.  Can you do {Str1}->GDB1

5
Axe / Re: Axe Space Questions
« on: December 02, 2011, 05:34:09 pm »
If I had


Code: [Select]
"HI"->Str1
"HELLO"->Str2
"GOODBYE"->Str3


Str1->GDB1
Str2
Str3

What would x be to access "GOODBYE" with GDB1+x

6
Axe / Re: Axe Space Questions
« on: December 02, 2011, 05:27:51 pm »
No, I want to access the elements by GDB1+something.  Do pointers take a constant amount, or vary based on what they point to?

7
Axe / Re: Axe Space Questions
« on: December 02, 2011, 05:20:30 pm »
I meant a decimal number by itself.   Like in this:

Code: [Select]
[FFFFFFFFFFFFFFFF]->GDB1            the sprite is 8 bytes
[00]                                            this is one byte
55                                               how much is this?
"HELLO    "                                     so this is 7?
Str1                                                how much is this?

8
Axe / Axe Space Questions
« on: December 02, 2011, 05:09:06 pm »
How much space does a string take?  Can you change the amount of space by adding extra spaces at the end? e.g. "STUFF      "->Str1
What about a pointer to a string?  Or a decimal number?

9
TI Z80 / Re: Untitled Grappling Hook Game (for now)
« on: November 26, 2011, 11:55:10 am »
Looks nice.  I once made something kind of like that in Gamemaker but it was endless because I was too lazy to make actual levels.  For the name, I used grapplebot, but that was because the main character was a robot. 

10
TI Z80 / Re: Statues
« on: November 23, 2011, 09:10:09 am »
One question that may cause you problems later.  If you move next to the statue that moves in reverse, does it move on top of you?

11
Axe / Re: Inventory System
« on: November 22, 2011, 09:58:48 am »
I understand how to do the picture inventory now, but it doesn't really suit my game.   How would you create an inventory that just showed the names of items and scrolled, and when an item is selected, it shows more info?  Also, how can you create a maximum unique item count?

12
Will the older projects stay where they are?

13
TI Z80 / Re: Statues
« on: November 21, 2011, 09:01:58 pm »
What do you mean?  You can probably just use a mix of ClrDraw and PtOn to display irregular sprites.

14
TI Z80 / Re: Statues
« on: November 21, 2011, 09:00:03 pm »
For this kind of game, you might be better off using a tilemap.

15
Axe / Re: Axe Q&A
« on: November 21, 2011, 08:22:22 pm »
How much space does

Code: [Select]
[181842424242423C]->GDB0
[01]
Str00
Str10

take?
The Str00 points to an 8 character long string, the Str10 to a 20 chararacter long string.

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