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Messages - Derf321

Pages: 1 2 3 [4]
46
Axe / Re: Arrays in Axe (Enemy/Bullet Code Tutorial)
« on: April 19, 2012, 06:55:39 pm »
I fixed it, Derf321.
Thank you very much Deep Thought!! Great tut!

47
Axe / Re: Arrays in Axe (Enemy/Bullet Code Tutorial)
« on: April 19, 2012, 05:37:32 pm »
EDIT: Just realized the images were broken because I moved them (again). Fixed.
I'm sure this is a very good and helpful tutorial, but the images are broken again! Please fix!

48
Axe / Arrays in Axe (SOLVED)
« on: April 19, 2012, 05:33:28 pm »
I want to make arrays for bullets and enemies, but I can't find the format for it on Axe. I know how to do it in Basic, but it does a compile error if I try it on Axe.
The pictures don't exist anymore for this tutorial:
http://www.omnimaga.org/index.php?action=articles;sa=view;article=61
So I can't see what they're talking about.
Halp please!


Deep Thought fixed the images, thanks though!

49
Axe / Re: Menu( command in Axe?
« on: April 19, 2012, 05:32:01 pm »
Thank you all for your replies! I used sirs, works perfect

50
Axe / Re: Menu( command in Axe?
« on: April 19, 2012, 01:00:45 pm »
You'd have to make some kin do of costume menu.
EDIT so for example you could download some subroutine.

What do you mean?

51
Axe / Menu( command in Axe? (SOLVED)
« on: April 19, 2012, 12:53:36 pm »
Is there an alternative or way to make menu( work in Axe programs? Or would I have to use: http://ourl.ca/4129;msg=99195   ?
What are the r1, r2, r3 things in that routine, and where are they located?


Thank you all for your help!

52
Where would you reccomend I start if I know BASIC fairly well? Do you think this program can be converted piece by piece?

53
The Axe Parser Project / Re: "INVALID TOKEN" when compiling
« on: December 04, 2011, 03:34:24 pm »
I posted it here: http://ourl.ca/14365
Thanks for your help guys!

54
The Axe Parser Project / Could someone help me please convert this game?
« on: December 04, 2011, 03:33:20 pm »
I made this game (Birds eye view zombies game), it's pretty simple. I know it needs a lot of optimizing and whatnot, but it makes more sense to have it in Axe first. The game is an attachment, here is the annotated source:
(for whatever reason some characters change in the source, like arrows to Ü's, so use the attachment)
Spoiler For Spoiler:
ClrHome
ClrDraw:AxesOff
FnOff :ZStandard
1üÁmin
63üÁmax
1üTmin
95üTmax                //Sets the screen boundaries

Text(42,20,"BY DERF JAGGED"
Text(52,24,"(PRESS ENTER)"
Line(5,32,93,32:Line(10,29,88,29:Line(15,26,83,26

Line(5,57,11,57:Line(5,57,5,36
Line(5,36,11,36:Line(11,36,11,48:Line(11,57,20,45:Line(20,45,20,57:Line(20,57,26,57:Line(26,57,26,36:Line(26,36,20,36:Line(20,36,11,48:
Text(22,28,"AZI"
Line(50,57,68,57:Line(50,57,50,52):Line(50,52,61,52:Line(61,52,50,41:Line(68,57,68,52
Line(68,52,57,41
Line(50,41,50,36):Line(50,36,68,36:Line(68,36,68,41
Line(68,41,57,41
Text(22,70,"OMBIES")                                        //Main menu graphic
0üA
100üQ
Lbl 42
getKeyüK
If K=105:Then
0üK:ClrDraw:Goto 41:End
If A=4:Then
999üQ:0üA
Text(52,24,"CHEAT ENABLED!"                      //Confirmation of cheat code entered correctly
End
If Kø92 and Kø94 and Kø72 and Kø0:Then
0üA:End

If K=92 or K=94 or K=72:Then
If A=1:Then
Goto 11:End
If A=2:Then
Goto 12:End
If A=3:Then
Goto 13:End
If K=92:Then
1üA:Else:0üA
End
0üK
Goto 42
Lbl 11
If K=94:Then
2üA:Else:0üA
End
0üK
Goto 42
Lbl 12
If K=94:Then
3üA:Else:0üA
End
0üK
Goto 42
Lbl 13
If K=72:Then
4üA:Else:0üA
End
0üK
Goto 42
End
Goto 42
End                                   //Enables 999 health cheat after typing "1337" on main menu

Lbl 41
6üO
Menu("SELECT DIFFICULY","RECRUIT",1,"REGULAR",2,"HARDENED",3,"VETERAN",4)
Lbl 4
O-2üO
Lbl 3
O-2üO
Lbl 2
O-2üO                               //Difficulty select
Lbl 1
0üA
0üB
0üC
0üS
0üT
0üR
0üZ
0üU
1üP
1üV
1üW
100üE
1üL
20üX
40üY
XüG
YüH
0üD
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0üáZOMB                       //Set all pre-game variables (ZOMB variables unused right now


Line(1,54,25,54)
Line(25,62,25,54)
Line(3,59,4,59):Line(4,60,6,60):Line(6,59,7,59):Line(7,59,7,57):Line(6,57,6,56):Line(6,56,4,56):Line(4,57,3,57):Line(3,57,3,58):
Line(94,62,94,1):Line(94,15,1,15):Line(1,1,1,62):Line(1,62,94,62):Line(1,1,94,1
Line(16,15,16,1:Line(31,15,31,1:Line(46,15,46,1:Line(61,15,61,1
Text(49,65,"SCORE:")
Line(1,35,25,35):Line(35,35,55,35):Line(55,35,55,28):Line(55,20,55,15)

Text(35,5,"?")
Line(4,21,10,21):Line(4,21,4,29):Line(4,29,10,29):Line(10,29,10,21)

Line(19,8,19,12:Line(20,8,20,12:Line(20,12,28,12):Line(28,11,24,11):Line(21,10,22,11)

Line(37,8,38,9):Line(40,9,41,8):Line(34,10,44,10):Line(44,10,44,11):Line(41,11,34,11):Line(34,9,35,9):Line(38,12,39,12)

Line(48,10,59,10):Line(48,9,50,9):Line(50,11,53,11):Line(52,9,52,7):Line(53,9,53,7):Line(54,9,54,9):Line(57,11,58,12):Line(57,9,58,8)

Text(55,6,"-")
Line(4,8,4,11)
Line(5,8,5,11)
Line(4,11,11,11:Line(4,12,12,12:Line(6,10,6,10                 //Drawing map graphic and weapons graphics


Lbl 99                                  //Begining of game loop
getKeyüK

If K=102:Then
0üL:Else:End
If K=92:Then
1üL:Else:End
If K=93:Then                        //Press 0 for pistol, 1, 2, and 3 for other guns
2üL:Else:End
If K=94:Then
3üL:Else:End

If K=26 or K=25 or K=24 or K=34:Then
Pxl-OffY,X)
Pxl-OffY-1,X-1
Pxl-OffY,X-1)
Pxl-OffY-1,X)
KüJ
If D=0:Then
KüI
End:End

X+1(K=26 and pxl-TesY,X+1)ø1 and pxl-TesY-1,X+1)ø1)-1(K=24 and pxl-TesY,X-2)ø1 and pxl-TesY-1,X-2)ø1)üX
Y-1(K=25 and pxl-TesY-2,X)ø1 and pxl-TesY-2,X-1)ø1)+1(K=34 and pxl-TesY+1,X)ø1 and pxl-TesY+1,X-1)ø1)üY

Pxl-On(Y,X)
Pxl-On(Y-1,X-1
Pxl-On(Y-1,X)
Pxl-On(Y,X-1)                        //Movement and wall detection (so you can't walk through walls)

If K=21 and D=0:Then            //Shoot button pressed, and no bullets fired
1üD:1üT
End

If D=1:Then                        //Moves the bullet origin so you don't shoot yourself
JüI:XüH:YüG
H-1(I=24)üH
G-1(I=25)üG
2üD
End

If T=1:Then                         //If this bullet is in the air
Pxl-OffG,H)
H-1(I=24)+1(I=26)üH            //Then move the bullet in the direction indicated by I
G-1(I=25)+1(I=34)üG
If G=W or G=W-1:Then         //If the bullet hits the enemy, -100 to its health
If H=V or H=V-1:Then
E-100üE
End:End
If pxl-TesG,H:Then:5üH        //If the bullet hits a wall, then the bullet is no longer in the air (T is 0)
5üG:0üT:0üD
Else
Pxl-On(G,H)                       //Otherwise display the bullet and keep going
End:End


If E=0:Then                     //If enemy is dead, then +100 to score and make enemy dissapear
S+100üS
100üE
0üZ
Pxl-OffW,V)
Pxl-OffW,V-1)
Pxl-OffW-1,V-1:Pxl-OffW-1,V)
3üW
90üV
0üZ
End

If Z=0 and R=2                         //If no enemies, then end round
Then:0üR:P+1üP:End

If K=41 and Z=0:Then               //If no enemies and no round is going, press MATH to start next round
1üR:End

If R=0:Then
Text(10,3,"PRESS MATH TO START ROUND")
End
If R=1:Then
Text(2,26,"ROUND")
Text(10,2,"                                                                                        "
Text(2,47,P)
2üR
2üZ
End

If Z=2:Then                //If round starting, put a semi-random location for enemy to spawn
randInt55,90)üV
5üW
1üZ
Pxl-On(W,V)
Pxl-On(W-1,V)
Pxl-On(W,V-1)
Pxl-On(W-1,V-1
End
U-1(Uø0)üU
If Z=1 and U=0:Then                  //If round going, move toward player (unless theres a wall in the way)

Pxl-OffW,V)
Pxl-OffW-1,V)
Pxl-OffW,V-1)
Pxl-OffW-1,V-1)
W+1(Y>W and pxl-TesW+1,V)ø1 and pxl-TesW+1,V-1)ø1)-1(Y V+1(X>V and pxl-TesW,V+1)ø1 and pxl-TesW-1,V+1)ø1)-1(X Pxl-On(W,V)
Pxl-On(W-1,V)
Pxl-On(W,V-1)
Pxl-On(W-1,V-1)
OüU
End

If V=X+1 or V=X-2 or V=X or V=X-1 or V=X+2:Then                  //If enemy touches you, -25 health
If Y=W or Y=W+1 or Y=W+2 or Y=W-1 or Y=W-2:Then
Q-25üQ

If Q÷0:Then                  //If your health is 0, go to end script
Goto 45:End
End:End


Text(2,10,Q)            //Display health
If Q<100:Then
Text(2,18,"   "
Else:End

Text(55,18,A)       //Display gun ammo values
Text(55,33,B)
Text(55,48,C)
Text(55,65,S)       //Display score
Goto 99               //END OF GAME LOOP


Lbl 45                           //Game over graphic menu when you die
ClrDraw
Text(10,30,"GAME OVER")
Text(20,25,"YOU SURVIVED")
Text(27,45,P)
If P=1:Then                   //Display how many rounds survived
Text(34,37,"ROUND")
Else
Text(34,37,"ROUNDS")
End
Text(50,10,"PLAY AGAIN")
Text(50,65,"EXIT")
Line(9,14,48,14:Line(48,14,48,6:Line(48,6,9,6)
Line(9,6,9,14)
1üA
Lbl 46
getKeyüK
If K=26:Then
Line(9,14,48,14,0)
Line(48,14,48,6,0)
Line(48,6,9,6,0:Line(9,6,9,14,0)
Line(64,14,82,14)
Line(82,14,82,6:Line(82,6,64,6
Line(64,6,64,14
2üA                                                //Draw box around option selected (Play again/Exit)
End
If K=24:Then
Line(64,14,82,14,0)
Line(82,14,82,6,0)
Line(82,6,64,6,0)
Line(64,6,64,14,0)
Line(9,14,48,14:Line(48,14,48,6:Line(48,6,9,6)
Line(9,6,9,14)
1üA
End

If K=105 and A=1:Then
prgmZOMBIES:End                //End program, or restart depending on their choice
If K=105 and A=2:Then
ClrDraw:ClrHome:Stop:End
Goto 46

This is my first major program and it is incomplete still.

Things I can do later on my own:
-Shop system
-Highscores list
-Better looking map

Things I need help with:
-Optimizing
-Converting to Axe
-Creating array for multiple enemies to spawn
-Creating array for multiple bullets to be going (as well as functionality for other three guns)

The other guns I want to add are:
-Shotgun (shoots one pixel forward, and two others going 1 pixel away from the main bullet every 2 pixels)
-Battle Rifle (shoots 3 bullets in a line)
-Wunderwaffe (shoots a multiplication sign and either chain-hits zombies or explodes like a grenade)


I don't expect anyone to convert it all (but that would be godly!), but just give me suggestions and help. Thank you, I appreciate any help!  :)

55
The Axe Parser Project / Re: "INVALID TOKEN" when compiling
« on: December 02, 2011, 04:18:08 pm »
Ah, thank you all for your replies!
But Quigibo, isn't Axe much faster than BASIC?
I was thinking of converting 3 games I made in BASIC.

56
The Axe Parser Project / Re: "INVALID TOKEN" when compiling
« on: December 01, 2011, 11:07:53 pm »
Haha I'm sure no one would be nice and convert it all for me? xD

57
The Axe Parser Project / Re: "INVALID TOKEN" when compiling
« on: December 01, 2011, 11:05:30 pm »
Dang... Well say I want to change 3 programs from basic to Axe, is there any programs or apps that will convert it automatically? Or do I have to go piece by piece and replace them after I learn the language?

Also, does that mean that you have to convert the source with the axe compiler each time you wish to test it?

58
The Axe Parser Project / Re: "INVALID TOKEN" when compiling
« on: December 01, 2011, 10:59:49 pm »
Or am I completely mistaken and the Axe Parser is not to be used to transfer BASIC programs into Axe Language?

59
The Axe Parser Project / "INVALID TOKEN" when compiling
« on: December 01, 2011, 10:57:54 pm »
So this is my first time using axe, I've done pretty much all you can do in BASIC. When I try to compile a BASIC program into Axe, it says "INVALID TOKEN" on Ymin/Ymax and Xmin/Xmax and Zstandard and AxesOff and pretty much anything to do with the graph. How can I compile programs that need those components?

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