Also, there are a problem with Axe tokens and copy-paste (like Pt-Mask becoming Text) You are going to say that you already know that But there is a way to avoid this. Add a comment point before the Axe token then copy-paste it, then remove the comment point. This trick can be used by any zStart user but would it be possible that zStart somehow include it in the copy-paste hook ?
I wanna see PIGGYS!!!!!1!!!!! Well, the piggy's AI is kind of the opposite of the chicken's. The piggy actually wants to come toward the player. I'm not sure about the cows or the sheep. I think they just wander around randomly, but IDK.
ok but transparent or white pigs ?
Sorry, but there mainly two problems with pigs : -a 8x8 sprite of a pig -you can't eat anything on a pig without killing him (whereas a chicken gives eggs)
Btw, here is a screenshot of what a transparent chicken would look like on sand and on grass. You see that is is not problematic at all on sand, so you just need to put all your chickens on a sand area
If it was grey, it is "normal". It is just that something (maybe you ) was too close to him so he somehow included it in the tile he was walking on then, when he draw the tile back, there was something that should not have been here It is fixed now as chickens can't go too close each one from each other. But I still have problems with them when they are on the border of the screen, and that would be hard to fix without adding a lot of If statements, whiwh will decrease speed a lot on a 83+. This is why I added the poll.
But what i noticed is: when i got close to one of the chickens it did only leave a little black trail, and that wasn't all the time.
A black trail or a grey trail ? Also, I added something so that chickens can't go too close to other chickens. But there is another problem: see the poll I added.
Should chickens be transparents or white ? -transparent is easier to make so it will not have trail problems and will be faster (I am worrying about speed for 83+BEs) -white is a pain to code (see, they have trails) and slower to execute.
I personally vote for the fast option. If chickens are on sand, they seem white.
V1-1->V1 ==> V1-- (et pareil pour un V2+1 plus bas)
{V1+8/8*^^oWIDTH+(V2/8)+V}->r1=0 or (r1>2) or ({V1+8/8*^^oWIDTH+(V2+7/8)+V}->r1=0 or (r1>2)) ==> {V1+8/8*^^oWIDTH +V->r1+(V2/8)}=0 or ({(V2+7/8)+r1}->r1=0) and (r1>2) (Il y a plusieurs opérations comme ça simplifiables)
Après j'ai d'autres idées mais ça rendra le code illisible.
(English topic ? ) Thanks Just a question: does the square command work for "negative" numbers ?
Ok, here is the code for the chickens. I over commented it so you can understand what it does and optimise it if you want. Of course, if you optimise it, it has to produce the exact same effect, and you would have to overcomment it too se I can see what you do (and you would get credits of course )
Something is also missing in that code: chickens can walk one on another.
Spoiler For Spoiler:
For(T,1,5) T*^^oWIDTH+V->V3 {+2}^^r->V2-B->X {V3}^^r->V1-A->Y .V2 and V1 hold coordinates of chicken on map .X and Y hold coordinates of chicken on LCD A+30>V1?A+30-V1,V1-A-30 ->r1*r1->r1 B+40>V2?B+40-V2,V2-B-40 ->r2 *r2+r1->r2 .I am calculating sqrt( (A-V1)²+(B-V2)² ) If sqrt(r2)<100 .distance between player and chicken < 100 pixels !If TC^2 .TC is a counter; the chicken only moves every 2 frames so you can run faster than him If X<88 and (Y<56) Pt-Off(X->Z,Y->theta,V3+4,L3+11) Pt-Off(X,Y,Str0) .erases the chicken on screen End .only erase it when it is on screen to not produce strange trails on the grass for no reason when its coordinates modulo something makes it appear as if on the screen If A+30>V1 .can't just write Y<30 if the chicken is on the edge of the LCD .If the chicken is above you {V1-1/8*^^oWIDTH+(V2/8)+V}->r1=0 or (r1>2) or ({V1-1/8*^^oWIDTH+(V2+7/8)+V}->r1>2 or (r1=0)) ??V1-1->V1-A->Y .If there is no tile to prevent him to go upwards, then he goes upwards V1->{V3}^^r .save his new coordinate in appvar Else .If A+30<V1 .If the chicken is below you {V1+8/8*^^oWIDTH+(V2/8)+V}->r1=0 or (r1>2) or ({V1+8/8*^^oWIDTH+(V2+7/8)+V}->r1=0 or (r1>2)) ??V1+1->V1-A->Y V1->{V3}^^r End If B+40>V2 {V1/8*^^oWIDTH+(V2-1/8)+V}->r1=0 or (r1>2) or ({V1+7/8*^^oWIDTH+(V2-1/8)+V}->r1=0 or (r1>2)) ??V2-1->V2-B->X V2->{V3+2}^^r Else .If B+40<V2 {V1/8*^^oWIDTH+(V2+8/8)+V}->r1=0 or (r1>2) or ({V1+7/8*^^oWIDTH+(V2+8/8)+V}->r1=0 or (r1>2)) ??V2+1->V2-B->X V2->{V3+2}^^r End pt-get(X,Y,L3,V3+4) .to erase chicken next time End If X<88 and (Y<56) .If on screen Pt-Mask(X,Y,B+40<V2*2*2*2*2+GDB1W+128) .draws the chicken .only if on screen in case sometimes with a modulo thing he appears to have coordinates "on screen" while he doesn't End End End
If you have some cool ideas and a good coding background, you can get a free developer kit if you apply now, so encourage you to apply if you're interested.
I think you are in the right place
Also, welcome back, hope you have some time to work on the Axe Parser
Sorry to keep bumping this topic but I don't manage to convert videos. Using ffmpeg, I can get the frames (named frame-00001.jpg to frame-03032.jpg) but running the moviecompile program does nothing
Haha, first make sure most of the bugs are worked out, if it doesn't work you can always give the user the choice to play with no chickens, 1 chicken or 5, and just put in the read me that there are bugs with 5 chickens, i think that would be possible just by adjusying vars, but i don't know your code, but good luck, and nicely done so far
Yes, I think I'll do that. The lack of speed is not annoying on a 84+ but it is a bit slow on a 83+
(double posting for an update. If it is not considered as a major update, tell me and I'll use the "edit" and "modify" buttons)
Yay Now chickens' collisions are based on tiles and not on pixels, so they can move even when not on the screen. And yes, you read the word "chickens" well, with an "s" at the end Now you have 5 chickens on the map !
However, I have 2 problems: -They leave some stupid trail behind them when they are too close one from each other or when they are on the border of the screen. -They can walk one the other and so when they are exactly one one the other, it is like if you had only one chicken. I'll try to fix this.
(also, the game runs a bit slower when you have the 5 chickens on the screen)
edit: I forgot some very important information. When you quit the game, it will delete your savegame except if you hold Del at the same time as Clear. If you do so, it will archive your savegame.
Thanks for the tip The only program in which I used Freq was done through TI-Convert so I just had to type Freq But it is easier to go to the catalog when you don't know where a command is (and if you know which token it replaces)
That must have taken a long time to scroll, especially if you can't jump to the first letter
Well he knew that Freq started with an S (← lol) so he could have jumped to the S. But yeah, I tried it and Sinreg is not that close from the first S token