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Messages - CKH4

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16
TI Z80 / Re: My first game
« on: March 18, 2015, 07:57:27 am »
Yeah I wasn't really sure what he meant. Can Axe compile multi page apps?
Also I edited the example because when I did something like that in an emulator it crashed.

17
TI Z80 / Re: My first game
« on: March 17, 2015, 10:16:52 pm »
I don't write too much Axe and I'm on my phone but I'll try.

programASRC:
Code: [Select]
.A

Repeat getKey(15)
Disp "HI
A()
End

prgmBSRC

programBSRC
Code: [Select]
.B
Lbl A
Disp " HELLO

*This code may be completely useless and unfunctional. It may also clear your ram so be careful.

18
TI Z80 / Re: My first game
« on: March 17, 2015, 08:21:23 pm »
Is the source over 16000? If it is you can make sub programs in the Axe format calling them like you would in a basic program. From there if you need a label in a subprogram I think that you can do this
Code: [Select]
code...
.label name
SOMELBL()
more code...

If I'm wrong just ignore me, I'm not great at Axe.

19
TI Z80 / Re: My first game
« on: March 17, 2015, 07:27:39 pm »
Is it compiled as an app? I don't know if Axe can do multipaged apps. Anyway I downloaded this a while ago and its progressed so much. Good luck.

20
TI Z80 / Re: Tornado (working title)
« on: March 15, 2015, 12:01:43 pm »
This looks very promising. I can't wait for a released demo.

21
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: March 09, 2015, 07:58:31 pm »
Its written in Axe and the source is included in the zip. Porting is near impossible but I'd love to see you try. Hayleia may have more to say but there will definitely be no official port.

22
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 31, 2015, 02:05:57 pm »
Well, good luck and I can't wait.

23
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 31, 2015, 12:40:49 pm »
OK, it depends how you wrote the camera but good luck on it. What's planned for the next update?

24
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 31, 2015, 09:15:05 am »
No, I think that there should be a range that the camera is allowed to drift (only a few pixels up down right or left) though because when both characters are not moving it looks too rigid.

25
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 30, 2015, 09:12:39 am »
Have you considered having the camera move randomly so that it would appear as if the camera was drifting? I think that this would be a cool effect.

26
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 02, 2015, 05:10:54 pm »
Have you considered hard-coding the movement into the app, using variables in the appvar to control specific speeds and friction? (or is this even possible?)

27
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 02, 2015, 03:18:27 pm »
I agree, but I am not sure how good the improvement will be. I'm sure it would help with jigglypuff but the others might not be noticeable.

Will the characters be included in the next release?

28
Super Smash Bros. Open / Re: [Axe] Super Smash Bros. Open
« on: January 02, 2015, 02:03:33 pm »
Looks good, glad to see character progress. I'm planning on making a character if I have time. I think that jigglypuffs jump should be higher and I agree about it being a little less floaty.

29
Axe / Re: Switch the functions of 2nd and enter
« on: December 19, 2014, 04:31:03 pm »
Thanks, I'll compile it and hopefully it'll work.

30
Axe / Re: Switch the functions of 2nd and enter
« on: December 19, 2014, 04:24:59 pm »
Thanks, I'm still a little conconfused but I'll figure it out. Is it the same code to turn it off or is it different?

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