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Messages - Piguy-3.14

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31
Axe / Re: Simplest menu needed
« on: June 18, 2013, 09:04:47 am »
Okay I will see if this works for my game, the reason I didn't use it last time is because I didn't exactly need it yet and I guess I forgot it was there, thanks.

Edit* one q how do you get the | character? I cannot find it anywhere... Please tell me!!! Also am I supposed to type CursorforMENU??? As I am not sure..

Also the line Text(0,r3++*6,r3>Dec) gives me an invalid token error

The point is this menu is not working, I keep getting errors for some reason... And is this really what is considered a simple menu in axe lol, if so I really think Runer112 should work on adding a menu command like in basic for people who do not care how ugly or stupid their menu looks, as if I have to do this just to make a simple menu, that's a little rediculous*sigh*

32
Axe / Re: Simplest menu needed
« on: June 17, 2013, 10:34:04 pm »
I really just want a code, am good with axe, but menus are just not my strength(I'm used to the menu command in basic), so I just want a code, as I want to spend more time on the game itself rather than making a menu that most people won't even pay attention to if you know what I mean. Thanks anyway.

33
Axe / Re: Collision for a Terria like game?
« on: June 17, 2013, 08:33:33 pm »
Ya I am I'm pretty sure

34
Axe / Simplest menu needed
« on: June 17, 2013, 08:16:07 pm »
Does anyone have a EXTREMELY SIMPLE code for creating a menu in axe? If so post it here, as I need a code for a menu that can be used for an inventory for selecting blocks. The only thing if must have is the ability to be scrollable, as I need a menu to support many different objects to choose from. Like I said all I need is a simple code for creating a scrollable menu that allows you to choose from a large selection of objects. I would prefer one that at least uses the arrow keys to scroll up and down and select a highlighted part. But if that requires a lot of code than a simple one that displays a number by each object and uses getKey and that number to select a command. If you have a code for a SIMPLE menu please show me it.

35
Axe / Re: Collision for a Terria like game?
« on: June 17, 2013, 04:13:37 pm »
...what? Sorunome I have no idea what you mean lol. I need a more detailed explanation and preferably some code to go with it...

36
Axe / Collision for a Terria like game?
« on: June 17, 2013, 01:09:51 pm »
Okay so I am implementing physics into my game, Picraft 2 and need help on testing sprite collision. It is not in tilemap and uses Pt-off(_,_,pic_ to display sprites. I need to make it so that when the player places a block he can't walk/fall through it. I do not need anything complex just a simple way to test collision. Here are to methods that I would like to use:
One that detects a whole sprite and keeps the player from entering the 8*8 radius of the sprite, even if the pixels are white(remember these will be placed by the player, not be there to begin with) Also my method of destroying a block is by placing a blank sprite over it, and I want to make it so the player can walk through the 8*8 blank square, aka the destroyed block, which is why method one would not work.

Method two however would detect if two black pixels touched each other and would then return the player to the position that he was in exactly before he tried to go through a sprite that had black pixels boardering  it. In other words I want to make it so that the player can only pass through white pixels not black if you know what I mean. Like I said this would be the PREFERED way, but if you know another way that would be simpler that would most likely be better, as I do not want a very confusing code to deal with. Can someone show me a code and explain it to me? Here is a sample of my method of outputting sprites in case you need it:
:[]->pic1A
:.you insert the sprite data in the brackets
:If getKey(34)
:Pt-off(W,H,Pic1A
:End
That is a basic idea of what the code looks like(W H are variables for XY that place a block at the current location of the cursor)(getKey(34) is just an example I use multiple keys for placing blocks)
Remember I want a SIMPLE, easy to understand code for detecting black pixels colliding with other black pixels if possible, that can detect user placed and user destroyed blocks. If you know a solution please tell me, I would be very grateful.

37
TI Z80 / Re: [Axe] Picraft 2
« on: June 09, 2013, 12:19:07 am »
aeTIos: if you are willing to help that would be great( it would not let me send Pms for some reason, also the newest version of Picraft 2 is out if anyone is interested; it is currently only out on Ti-calc.org and is version 2.1alpha,(includes a few bug fixes and one new block)

38
Axe / Re: Tilemapping in axe?
« on: June 08, 2013, 11:57:19 pm »
Ya I noticed that. Weird thing is; I copied this code TO THE VERY PERIOD and all it does is display a black screen, nothing else! I even fixed the bug and changed the code multiple times but for some reason all I get is a black screen!!! If you know why this is happening please tell me, as with as simple of a tutorial this is, it just does not work!

39
Axe / Tilemapping in axe?
« on: June 08, 2013, 02:31:09 pm »
Hey Omnimaga, I am working on implementing tilemapps into my game(Picraft 2) but am unsure how to do so. I've tried every tutorial, but none seem to work. If you know a good code for tilemapping(platform) then please share it with me or give me some tips on how I could, as I am lost.

40
TI Z80 / Re: [Axe] Picraft 2
« on: May 31, 2013, 01:42:06 pm »
Btw if you know how to tilemap and would be willing to help code that in I would greatly appreciate your help, and you would recieve credit for what you do.

41
TI Z80 / [Axe] Picraft 2
« on: May 31, 2013, 01:38:09 pm »
Hello Omnimega users, today I am here to tell you about my first ever Axe Parser program, and only my second program ever, Picraft 2. Picraft 2 is the sequel to my first program I ever made, which was made in ti-basic, called Picraft. Picraft 2 is a minecraft like game where you build things with blocks. It has a texture pack very similar to that of minecraft's, giving it a familiar feeling. The game is currently in version 2.0 alpha which folled the release on May 28. The game is still by far unfinished, but as of now the main features are:
*Building and destroying
*multiple block types
*flying
*superflat land
*ability to move your entire creation at the click of a button
*a control scheme similar to that of Terria's
*other small features
For a more detailed description look under Picraft 2 in the Cemetech forums. Unfortunetely it is only available on Cemetech at the moment, and due to Omnimega's 40 post rule, may never be available for Omnimega. If you want to help with development of the game or have any questions feel free to leave a response.

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