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Topics - Magic Banana

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Miscellaneous / Whoa, what did I miss?
« on: December 24, 2010, 07:31:54 am »
Hey guys, it's been a while since I kinda just disappeared. Basically, I finished up my semester at college, spent lots of time in vain at getting a job, played a good amount of video games, and joined the Air Force. Currently I'm in the DEP (Delayed Enlistment Program) and waiting for a slot to open up so that I can be sent down to MEPS for processing and all that fun stuff. Since I now have some more freedom in spending my time (at least until I get sent to Boot Camp) I figured I'd catch up with what's going on here since I left. I'd like to get back into some programming and maybe some spriting as well while I'm still here. What I'm wondering is:
- Are there any new developments with Axe?
- Are there some awesome new programs/games that I got to try out?
- Did I miss anything regarding people's projects for which I sprited for?
- Any spriters show up while I was away?
- Where did all those smileys come from?

Feel free to put anything else that is worth mentioning that I forgot to include here.

Introduce Yourself! / Hey Guys!
« on: June 07, 2010, 07:51:50 pm »
Found this great place after I was looking into getting back into TI programming and found this awesome thing called the Axe Parser, which is just perfect for me. Seeing as how I'm a Computer Science major, it's pretty similar to other languages I've used (mostly C), all while keeping it in BASIC syntax with on-calc editing and compiling.

Right now I'm going to college and taking math classes right now, so I'll have plenty of time to code now. When I was in high school, I was pretty good with TI-BASIC on my TI-83, impressing all my friends with their TI-84+SE's by showing off all the programs I made. I remember my last project on it was an RPG done entirely in BASIC, which was unfinished because it ended up taking up the entire calculator's RAM - 1k to prevent ERR:MEMORY (most of my programming was spent optimizing and preventing memory leaks between programs).

Now with my TI-83+SE and Axe, I hope to actually finish an RPG as well as any other projects I feel like doing on my free time. I don't know if it will be at the professional level I've seen here, but if I ever get around to finishing it, I might upload it here to share.

Axe / Help on collision for tilemaps
« on: June 07, 2010, 07:07:11 pm »
Hey guys. Decided to try out Axe seeing as how I'm going to be taking some math classes at college. Anyway,  I read Sir_Coding_Knight's tutorial, which was very helpful, along with some other things as well as the documentation so that I can jump into this.

The problem I'm having right now is that the collision for the tiles below and to the right work fine, but the tiles above and to the left are a little funky. The guy collides into them, but not before 1 pixel of him goes into the tile, and the only way he can moves is if he backs up, so he can't walk along the walls like the other ones. I've tried to change the offset (you'll see in the code) with a negative number, which would make sense, but that just makes things even worse.

My code is a little messy and not optimized, because I'm focused on getting the thing to work first. Any feedback would be appreciated.
Code: [Select]
:Repeat getKey=15
:If getKey(1)
:!If {{L1}}=2
:!If {{L1}+3}=2
:If getKey(2)
:0→P:sub(C     (<-Left it at zero because negatives mess it up more)
:!If {{L1}}=2
:!If {{L1}+1}=2
:If getKey(3)
:!If {{L1}}=2
:!If {{L1}+1}=2
:If getKey(4)
:0→P:sub(C     (<-Left it at zero because negatives mess it up more)
:!If {{L1}}=2
:!If {{L1}+3}=2
:If P
:If Q
:Fix 5
:Fix 0:Fix 4
:Lbl C
:If Q^2

Also, can anyone tell me how to attach images or the program itself so that they don't have to copy the whole code to test it out?

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