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Topics - Piguy-3.14

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Axe / Px1-test in Axe usage help
« on: July 09, 2013, 06:09:43 pm »
I am working on a particle simulator game in axe and am having trouble using px1-test( in multiple situations, here is the list of problems and codes:

1. I am trying to use Px1-test(X,Y to test collision for gravity. The game uses px1-on(X,Y to draw elenents(they are all one pixel wide) and am trying to make it so that when the user presses [2nd] it places a sand particle at the X Y coordinates and immediately the sand particle begins to fall until it hits another black pixel. I would think that doing :If getkey(54) and px1-test(X,Y)~doesn't equal symbol~1  :X+1->X :Pt-on(X,Y) would work but it does not, can anyone help me with this, I see moo reason why this doesn't work, all it does when you press 2nd is nothing... This is my main problem, the others are not as important.

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Axe / Simplest menu needed
« on: June 17, 2013, 08:16:07 pm »
Does anyone have a EXTREMELY SIMPLE code for creating a menu in axe? If so post it here, as I need a code for a menu that can be used for an inventory for selecting blocks. The only thing if must have is the ability to be scrollable, as I need a menu to support many different objects to choose from. Like I said all I need is a simple code for creating a scrollable menu that allows you to choose from a large selection of objects. I would prefer one that at least uses the arrow keys to scroll up and down and select a highlighted part. But if that requires a lot of code than a simple one that displays a number by each object and uses getKey and that number to select a command. If you have a code for a SIMPLE menu please show me it.

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Axe / Collision for a Terria like game?
« on: June 17, 2013, 01:09:51 pm »
Okay so I am implementing physics into my game, Picraft 2 and need help on testing sprite collision. It is not in tilemap and uses Pt-off(_,_,pic_ to display sprites. I need to make it so that when the player places a block he can't walk/fall through it. I do not need anything complex just a simple way to test collision. Here are to methods that I would like to use:
One that detects a whole sprite and keeps the player from entering the 8*8 radius of the sprite, even if the pixels are white(remember these will be placed by the player, not be there to begin with) Also my method of destroying a block is by placing a blank sprite over it, and I want to make it so the player can walk through the 8*8 blank square, aka the destroyed block, which is why method one would not work.

Method two however would detect if two black pixels touched each other and would then return the player to the position that he was in exactly before he tried to go through a sprite that had black pixels boardering  it. In other words I want to make it so that the player can only pass through white pixels not black if you know what I mean. Like I said this would be the PREFERED way, but if you know another way that would be simpler that would most likely be better, as I do not want a very confusing code to deal with. Can someone show me a code and explain it to me? Here is a sample of my method of outputting sprites in case you need it:
:[]->pic1A
:.you insert the sprite data in the brackets
:If getKey(34)
:Pt-off(W,H,Pic1A
:End
That is a basic idea of what the code looks like(W H are variables for XY that place a block at the current location of the cursor)(getKey(34) is just an example I use multiple keys for placing blocks)
Remember I want a SIMPLE, easy to understand code for detecting black pixels colliding with other black pixels if possible, that can detect user placed and user destroyed blocks. If you know a solution please tell me, I would be very grateful.

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Axe / Tilemapping in axe?
« on: June 08, 2013, 02:31:09 pm »
Hey Omnimaga, I am working on implementing tilemapps into my game(Picraft 2) but am unsure how to do so. I've tried every tutorial, but none seem to work. If you know a good code for tilemapping(platform) then please share it with me or give me some tips on how I could, as I am lost.

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TI Z80 / [Axe] Picraft 2
« on: May 31, 2013, 01:38:09 pm »
Hello Omnimega users, today I am here to tell you about my first ever Axe Parser program, and only my second program ever, Picraft 2. Picraft 2 is the sequel to my first program I ever made, which was made in ti-basic, called Picraft. Picraft 2 is a minecraft like game where you build things with blocks. It has a texture pack very similar to that of minecraft's, giving it a familiar feeling. The game is currently in version 2.0 alpha which folled the release on May 28. The game is still by far unfinished, but as of now the main features are:
*Building and destroying
*multiple block types
*flying
*superflat land
*ability to move your entire creation at the click of a button
*a control scheme similar to that of Terria's
*other small features
For a more detailed description look under Picraft 2 in the Cemetech forums. Unfortunetely it is only available on Cemetech at the moment, and due to Omnimega's 40 post rule, may never be available for Omnimega. If you want to help with development of the game or have any questions feel free to leave a response.

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