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Messages - BrownyTCat

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361
Axe / Re: New Tilemapping Tutorial With Example
« on: April 18, 2011, 06:00:02 pm »
Thanks! and yeah, collisions are in there.
Look at the getkey parts of the code, it won't let you step on anything that isn't 0 in the data.  You can also code in other exceptions.  ;)

And thanks for that info. I can start coding now.

362
Axe / Trying to build some kind of a platformer thing, help? (AXE)
« on: April 18, 2011, 02:36:24 pm »
 :(
It doesn't seem to be working, I had a pure BASIC ASCII platform engine a while ago, but I need a simple engine for making arrays to store the levels, which are approximately... 12x8 tiles that are 8x8 pixels.

I barely started but need:
♦Level arrays that can be read for collisions and drawing the level (of course)
♦Better gravity/velocity engine, support 'jumping'.
(SOLVED)♦How to store over 10 sprites? [Hex]->Pic1 twice even with new hex produces an ERR:DUPLICATE.

I have these under control:
♦ Sprites
♦ Concept/Gameplay


Here is the sauce source so far:

Code: [Select]
.TESTPROG A test program
ClrHome
.CHARACTER
[3C243C3C7EBD2442]->Pic1
.BLOCK
[FFD5ABD5ABD5ABFF]->Pic2

0->K
0->X
0->Y
0->V                                                          //Was going to hold velocity or something, left it in.

ClrDraw

While K =/= 1                                       //Using "Down" as a placeholder
ClrDraw
Pt-On(0,48,Pic2)
Pt-On(8,48,Pic2)
Pt-On(16,48,Pic2)
Pt-On(X,Y,Pic1)
DispGraph
getKey->K
If pxl-Test(X,Y+8)=0
Y+1->Y
End
If K=3
X+4->X
End
If K=2
X-4->X
End
If K=4                                       //This is going to be 2ND.
If pxl-Test(X,Y+8)=1
Y-16->Y                                       //Utterly crappy excuse for a jump
End
End
End

363
TI Z80 / Re: DionJump: a DoodleJump clone for the calcs
« on: April 18, 2011, 02:17:38 pm »
Second to just Tetris, and I mean in order of addition, in order of overall score, this is first. There might just be a few tiny bugs to squash over time, nothing at all major.

364
Trapped for the TI-Nspire and TI-89 / Re: Block Dude in Lua
« on: April 18, 2011, 01:54:08 pm »
I have intermediate Lua knowledge. I might be able to help. I think. :|

365
TI Z80 / Re: DionJump: a DoodleJump clone for the calcs
« on: April 18, 2011, 01:48:21 pm »
Once the minor kinks are worked out and the graphics are finalized, this is going to be the 2nd game on my calc.

366
TI Z80 / Re: PoP - A game to POP
« on: April 18, 2011, 01:43:31 pm »
Or simply limit attempts or put a "bad" block or something to expand on the good concept.

367
TI Z80 / Re: PoP - A game to POP
« on: April 18, 2011, 01:41:13 pm »
It may be boring, but ET for the Atari is still worse by far. This is actually a good concept.

368
News / Re: TI-Boy SE Beta pre-release
« on: April 18, 2011, 01:37:52 pm »
* According to the readme, it does not suppor TI-Nspire. Does this mean it won't work with the Nspire 84+ keypad?
If it doesn't work, I'd like to know why... The RAM & ROM are here... I thought only applications dealing with the USB port had problems....
It uses undocumented z80 commands that the emulator doesn't support. Also, it modifies flash directly, which isn't allowed by the emulator.

Of course, for this reason we have gbc4nspire, which is "better", although this is better for what the limitations are on an 84.

369
News / Re: TI-Boy SE Beta pre-release
« on: April 18, 2011, 01:32:39 pm »
Stunned. I have seen GB on the nSpire, but on the 84 family? This is pushing the calc's performance to the maximum, and it's working!

370
Axe / Re: New Tilemapping Tutorial With Example
« on: April 18, 2011, 01:30:12 pm »
This deserves 255 thumbs up. Anyone with AXE should read this, it's just practically perfect. Just wish collisions were in the code- Did I miss them in there?

371
Nostalgia / Re: Nostalgia - An Axe RPG
« on: April 17, 2011, 02:29:30 am »
I had an ASCII map plan once:


Code: [Select]
XXXXXXXXXXXXXXXX
I              I
I
I   /----     /I
I   ____/    /XI
I           /XXI
I          /XXXI
I-  ------/XXXXI
XX /XXXXXXXXXXXX

Intended for a platformer of some type.

372
Graviter / Re: Graviter - Axe
« on: April 17, 2011, 02:16:25 am »
This game is proof that a concept being done before doesn't mean it can't be done better- just what Graviter did. Just might wanna put a limit on gravity switches or a cooldown in certain cases where it would be to easy to float by mashing ALPHA.

373
That made sense after I read it enough. My brain just had a buffer overflow though.

374
Site Feedback and Questions / Re: Link to page with uprated posts.
« on: April 17, 2011, 02:11:33 am »
This is a great idea. Same for negative votes. If someone didn't like what you said, maybe you could clarify it and add support. Or you could just apologize.
Also I up-rated the original post.

375
Nostalgia / Re: Nostalgia - An Axe RPG
« on: April 17, 2011, 02:08:54 am »
Even if this was still in ASCII, I would be amazed. Gameplay is a core factor , but graphics are very helpful. Sorry if this conflicts with any opinions.

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