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Messages - Mohammad

Pages: 1 ... 5 6 [7]
91
Doodle Jump / Re: Projectile motion, sound, doodlejump
« on: December 09, 2010, 07:10:24 pm »
Thank you :)

92
Doodle Jump / DoodleJump Discussion
« on: December 09, 2010, 06:37:12 pm »
Current stable version: 1.0
last update: 9/11/2011

Featured power-ups  
Jetpack (Press 2nd to use. Used for reaching higher or preventing falling)
Spring Feet (Enables springed feet for 6 jumps)
+100 points (Gives 100 points)
SlowScroll (Makes doodler jump lower)
Arrow (Allows to jump higher)
Question Mark (provides random power-up)
Contrast Flip (Inverts colors on the screen)
Slow Motion (Slows the gameplay down for some time)


Developer
This game was developed by me, Mohammad Adib, when i was a freshmen in High School. Spending my time programming and messing around with my calculator in math class, I created this in order to challenge myself to take an idea and bring it to reality, which I (if i do say so myself) have successfully accomplished. This was my first programming experience, and i have since been learning more and more languages, and am wishing to pursue a carrier in Computer Science.

*Also: As far as i recall, the game also has sound effects which can be heard if headphones are plugged in.
__________________________________________________________________
Download Here: http://ourl.ca/9046
__________________________________________________________________
Gameplay:

I've also attached the source in a zip featuring a pdf with the code written out and the .8xp file and pictures in .8xi format.
*compiled with Axe 4.5 (newer ones not recommended for this game!)

93
Axe / Re: 4-level grayscale sprite editor
« on: December 07, 2010, 06:38:15 pm »
pt-mask if for when you want to mask sprites. my editor does not output the data to do this. standard level grayscale works like this. you have a buffer pixel and a back buffer pixel. together, they determine what shade of gray is displayed. imagine the first pixels i the buffer and the second is the back buffer. 00 is white, 01 is light gray, 10 is dark gray, 11 is black. in pt mask, 00 is transparent (whatever is behind the sprite is shown), 01 is white, 10 is gray, 11 is black.
ty again :)

94
Axe / Re: 4-level grayscale sprite editor
« on: December 07, 2010, 06:32:53 pm »
Pt-Mask isn't for four level grayscale. you get output from my program. here's what would display the sprite:
Code: [Select]
/*my program's output*/->Pic1
Repeat getKey(15)
Pt-On(0,0,Pic1)
Pt-On(0,0,Pic1)r
DispGraphrr
End
thnk you so very much!
is "my programs output" like this:

:[hex]->pic1
:[hex2]

or this

:[hex][hex2]->pic1

or this?

:[hexhex2]->pic1

95
Axe / Re: 4-level grayscale sprite editor
« on: December 07, 2010, 06:18:14 pm »
 :-\ sorry this may sound really stupid...but i want to use grayscale in my game that i am making and i cannot figure it out. i downloaded this program but how do i implement two sprites into one pt mask command(should i even use pt-mask?)?
 the app provides two sprites after i press clear. i assume one for the front buffer and one for the back...
 how do i put both into one sprite? i am confused about pt-mask also...
can someone please give an example of how you would use this program??

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