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Messages - GinDiamond

Pages: 1 ... 3 4 [5]
61
Oh god. You do realize that this was FAKE?

62
The Axe Parser Project / Re: Which Axe version do you use?
« on: December 01, 2012, 02:22:32 pm »
I use 1.2.0!

63
The Axe Parser Project / Re: Axe Parser
« on: November 29, 2012, 05:56:07 pm »
Axe 1.2.0 isn't working on WabbitEmu or cemetech's jTIfied. Is this a bug in Axe or a bug with the emulators? Axe works on my calc.

Also, when's the next version of Axe gonna be out? It keeps getting better and better!

64
Should I get a ti 84+ se to use this?

Or is there a ti boy version that I can use on a ti 84+?

65
TI Z80 / Re: Temple Run [Axe]
« on: November 28, 2012, 03:47:52 pm »
I hope this project isn't dead!

66
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: November 26, 2012, 05:14:25 pm »
Current code:
Code: [Select]
.MAZE
#ExprOff
[2424FF2424FF2424]üPic000
[0000000000001818]üPic001
[0000000000000000]üPic002
[0000000000000000]üPic003
[000000000000000000000000]üGDB0
[000101010101010101010100]
[000101010101010101010100]
[000101010101010101010100]
[000101010101010101010100]
[000101010101010101010100]
[000101010101010101010100]
[000000000000000000000000]
DiagnosticOff
[3C409EA2A29E423C]->Pic100
0->X->Y
Repeat getKey(15)^^r
If getKey(4)?Y>0
Y--
ElseIf getKey(1)?Y<7
Y++
ElseIf getKey(2)?X>0
X--
ElseIf getKey(3)?X<11
X++
End
Lbl DP
ClrDraw
For(B,0,7)
For(A,0,11)
Pt-Off(A*8,B*8,{B*12+A+GDB0}*8+Pic000)
End
End
Pt-Off(X,Y,Pic1)
DispGraph
End
Return

67
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: November 26, 2012, 04:48:45 pm »
I was thinking about making about 5-10 hard-coded maps, and then randomly call them each time the player goes down stairs.

Is that possible?

68
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: November 26, 2012, 04:39:48 pm »
I have this (made it with Pixelscape):



Now, do I export it as an Axe program, an appvar, or picture (for calc)?
How would I use it?

69
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: November 26, 2012, 04:08:24 pm »
Thanks, Darl181!

Could I make a matrix and then somehow make certain sprites (Pic2 would be wall tiles, Pic3 would be floor tiles) print to the screen according to the matrix?

70
The Axe Parser Project / Re: Your Projects - Post and Critique
« on: November 26, 2012, 02:35:19 pm »
I'm working on a roguelike game in Axe. Here's the current code (its really just an @ sign moving around at this point):

Code: [Select]
.MAZEGAME
#ExprOn
DiagnosticOff
[3C409EA2A29E423C]->Pic1
ClrHome
0->X->Y
Repeat getKey(15)
If getKey(4)?Y>0
Y--
ElseIf getKey(1)?Y<56
Y++
ElseIf getKey(2)?X>0
X--
ElseIf getKey(3)?X<88
X++
End
Lbl DP
ClrDraw
Pt-On(X,Y,Pic1)
DispGraph
End
Return

How would I add walls/floor tiles? Like:
Code: [Select]
################
#..............#
#..............#
#..............#
#..............#
#..............#
#..............#
#..............#
#..............#
#..............#
################

Any help please? Thanks!

71
TI Z80 / Re: Nemesis- a new axe 3d rpg
« on: November 08, 2012, 05:24:12 pm »
Is there a current version of this program?

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