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Messages - Progammer

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46
TI Z80 / Re: Axe parser game
« on: June 19, 2011, 07:27:35 am »
@Programmer, will you use the "run/walk key" idea ?

Yes I've done it . You just have to press the "mode" button . (sorry I don't know the english word) but it's the button at the right of "2nd"

Ok. Good idea.  ;)
But I forgot to say:
with MATH the game will be paused. but it will be better if there'll be  PAUSE - PRESS [MATH] TO CONTINUE
Else it seems like the TI is off.



As hayleia mentionned , It can be usefull to avoid your teacher to see you are playing :)

The savegame was added in the 1.2 version but the keys are inverted when you touch the button. You choose the version you want, after ;D.

You don't like the arrows inverted ?

Edit :

O.O Another idea, Programmer, could you parse WormsBlock in Ion, MirageOs and NoShell, each time you make a release ?

Yes I will

47
TI Z80 / Re: Axe parser game
« on: June 19, 2011, 07:03:11 am »
The slow mode is a good idéa !

48
TI Z80 / Re: Axe parser game
« on: June 19, 2011, 06:58:56 am »
I won't decrease the worm's speed because the game Will become Boring . As hayleia said , i tried to animate the worm but we can't see anything . I Will try to make the worms sleeping when the player does Nothing :)       @p2 I Wait your maps ;)

49
Good !

50
Axe / Re: Detector colision probleme
« on: June 18, 2011, 08:26:24 pm »
Thank's a lot ! It works :D btw congratulation for the Axe project :)

51
Axe / Re: Detector colision probleme
« on: June 18, 2011, 06:39:25 pm »
Omg How stupid I am ! Yes I really wrote this ... Thank you :)

Edit : this still doesn't woks :(

52
TI Z80 / Re: Axe parser game
« on: June 18, 2011, 02:44:00 pm »
... I think 2-3 hours :p . Ok I will fix that , thank's for your help :)

53
TI Z80 / Re: Axe parser game
« on: June 18, 2011, 02:35:27 pm »
20 :)

54
TI Z80 / Re: Axe parser game
« on: June 18, 2011, 01:05:08 pm »
Well in the next levels , block have to fall on the worm to complete the level . I think it will be rdy in 1 week cause of exams

55
TI Z80 / Re: Axe parser game
« on: June 18, 2011, 11:50:05 am »
Yes very good idea :) thank you , I will work on it

56
TI Z80 / Re: Axe parser game
« on: June 18, 2011, 10:58:26 am »
Ok thank's ! I will try it

57
News / Re: Axe Parser wiki opens its doors
« on: June 18, 2011, 10:24:31 am »
Great , that's good !

58
TI Z80 / Re: Axe parser game
« on: June 18, 2011, 10:18:28 am »
9 Posts and a total post rating of +5
Wow!
that's cool!
How did you made this?

That's my fan club  :D

Tht's a good idea to animate the worm but I m so bad at drawing sprites :(

59
Axe / Detector colision probleme
« on: June 18, 2011, 10:13:20 am »
I started creating a game where a guy moves with an acceleration. I get to manage packages from the right but not those from the left. My algorithm is as follows:
It asks whether the 8 pixels on the right (or left) are put out. If so, we go to the following 8 pixels (more on the right or left). If a pixel is on, is stored (the difference between the abscissa of the pixel and the abscissa of the man) in the acceleration.

A is the horizontal acceleration
(X,Y) are the guy's coordonates
The routine works (right):

:Lbl DRO
:for(O,X+8,X+8+A
:For(Z,0,7
:If Pxl-Test(O,Z+Y
:O-8-X->A
:Return
:End
:End
:End
:Return

The routine that is the problem

:Lbl GAU
:O=X-1
:Repeat O=X+A-2
:For(Z,0,7
:If Pxl-Test(O,Z+Y
:O-X+1->A
:Return
:End
:End
:O-1->O
:End
:Return
 
Here I can't use a For( because I decrease O .

When my guy goes to a wall on the right, it is stopped against it and an acceleration of 0. But when he goes to a wall to the left, it passes through as if the routine did not work. I need help please!  :banghead:


60
TI Z80 / Re: Axe parser game
« on: June 18, 2011, 07:55:11 am »
Yeah this is normal , it makes the game harder . But I will maybe remove it because I don't know if it's a so good idea .

(how can I give +1 ? )

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