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Messages - defmenge

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TI Z80 / Re: DROD8x - a TI-8X clone of DROD using Axe
« on: June 18, 2011, 07:16:02 pm »
Ah thanks, I will ask here when I will need help. ;)

Also, I will make it an app as I *will* need 16 KB, the compiled code is 6 KB already and I will have to compile into an app soon.

TI Z80 / Re: DROD8x - a TI-8X clone of DROD using Axe
« on: June 18, 2011, 04:18:18 pm »
It's currently under heavy development, I doubt that you could do anything with what I have done so far. :P
At this very moment, I am working on multiple monsters at once, which caused lots of problems that have to be fixed before I can continue with anything else. Currently the roaches leave "trails" behind and don't seem to be affected by the sword, also they go through each other and visually merge into one roach.

TI Z80 / DROD8x - a TI-8X clone of DROD using Axe (now with demo!)
« on: June 18, 2011, 10:04:24 am »
EDIT: Demo version download:

Some of you may have already read about this project, now I'm going to announce it 'officially'. :P
DROD8x is a clone of the puzzle game DROD (Deadly Rooms of Death). This name is a temporary working title and will be changed before the project is released to avoid possible problems concerning copyright/trademark infringement. DROD8x is written in Axe and will be compiled as a Flash App, despite the screenshot showing an assembly program.

Basically, the game is a turn-based puzzle game about clearing out dungeons filled with roaches and other monsters, using your "Really Big Sword". Everytime you move one step, wait or turn your sword, all other monsters move a step as well. If a monster steps onto you, you die and have to restart the room from the beginning or the last checkpoint.

Custom level support and of course a level editor will be included. Rooms are divided into 12x12 squares, with each square being represented by 5x5 greyscale pixels (3-level grey). A level will be able to contain up to 8x8 rooms, and a hold is going to support up to 16 levels. Currently, I've got basic room drawing, player movement, the AI for roaches and collision checking working. This is what the game currently looks like:

Most of what can be seen in the animated GIF is temporary and will be improved (UI, room graphics) or replaced completely (death message).
It is targeted mainly at DROD players who are already familiar with the game and want to play it during class/long car trips/etc., but the game's mechanics are rather simple and shouldn't be too hard to understand.

Thanks to:
Quigibo, for the almighty Axe Parser, without it, this project would have to be written in terribly slow Basic or terribly complex Asm.
merthsoft, for TokenIDE, without it, I would get lost in my own code. ;)
NekoMithos, for his support and beta testing. (he's not registered on this forum)
Caravel Games, for creating such an awesome game.

All kinds of feedback are appreciated. :)

Axe / Re: Get first/second byte of r-variable easily
« on: June 16, 2011, 10:52:42 am »
to avoid confusion at your side in the future: all commands are documented.
Also, have you introduced yourself?

You're probably right about the commands, but I've seen some undocumented functions, such as "sub(" returning a value to the caller of the function. The Axe manual/reference only covers the fact that you can call a subroutine with it, but not that (and how) it can return something.
And I haven't really introduced myself because I have no idea what to write about myself ^^'.

Axe / Re: Get first/second byte of r-variable easily
« on: June 16, 2011, 10:44:15 am »
Thank you for the fast reply.

So I guess there is no built-in command for easily accessing the bytes then; the reason I asked this question was that I thought there would be some weird undocumented command for easily doing that, like "{r1r}", or something similar. Actually, my code for the roach AI (which did not work right) became so complicated that I had no other choice but to rewrite it from scratch. Now I'm using the method you described, which does seem to make it easier to read and edit the code, thanks. :)

Axe / Get first/second byte of r-variable easily
« on: June 16, 2011, 10:31:34 am »
I know this is a quite noobish question, but is there an easy way to access the first/last 8 bits of a parameter passed to a subroutine without using {°r2} and {°r2+1}? The reason I need this is that I use 2-byte-variables for position data in my DROD8x project, 1st byte is for X, 2nd is for Y, and using {°r2} and {°r2+1} (with both r2 and r3) several times in a line gets pretty confusing as the project's complexity increases. I'm pretty sure that people had to be able to do this somehow before "°" was introduced to Axe, and it doesn't look like the most optimized way of accessing the bytes.

Thanks in advance,

TI Z80 / Re: Tokens
« on: June 11, 2011, 04:47:59 pm »
Are you planning to announce your DROD game by the way? It seems kinda fun and people might be interested here :)
I'm planning to announce it on Omnimaga when I have at least a few screenshots to show. ;)
Currently the game is in the stage of AI and file I/O tests, I have to experiment quite a lot since this is my first real Axe project ever.

Anyway, back on topic: Merthsoft, I can send you an updated version of AxeTokens.xml if you still need one, as I said, I added an "Axe" group which contains all commands in their Axe versions. I also replaced the "u", "v" and "w" variables with "var", "appv" and "grp" respectively. I thought about attaching it, but I guess there is some minimum post number I need to reach before being able to attach files. :P

Did you change the Token file to AxeTokens.xml? You have to do that in order to use Axe tokens and since it always worked fine for me, I'm wondering if you did.
I used the "Change Token File" menu option to change it, and, if I recall correctly, it caused no groups to show up in the reference list. The tokenization might be working, but the list of commands is still useful to newbies like me who don't remember all of the commands yet. :P

TI Z80 / Re: Tokens
« on: June 11, 2011, 05:58:37 am »
Great program Merthsoft, this is really useful for working on larger projects!

I'm currently using it to work on my DROD clone in Axe (which, afaik, hasn't been done before), though there is one small thing bothering me about TokenIDE: when you save with Ctrl-S, you have to confirm the overwrite everytime, which is slightly annoying to people like me, who have a habit of quicksaving often to prevent data loss. ;)

Also, the included AxeTokens.xml did not work for me, importing it caused no new category or any changes to appear. I figured out the XML format and found out that the Axe commands are not assigned to any new group. AxeTokens.xml can be fixed by adding the line
Code: [Select]
<Group name="Axe" comment="The Axe parser commands." site="" /> inside the "<Tokens [...]>" tag, and adding
Code: [Select]
group="Axe" into every "<Token [...]>" tag.
This causes a new "Axe" group to appear which contains all commands displayed as if you were using Axe.

It seems that changing the Token file does not change the Token parser's behaviour. It will still parse the original (Tokens.xml) Tokens while only the reference list is changed.

...and suddenly, it works. :P

UberGraphX / Re: UberGraphX - Ubercalculator
« on: April 01, 2011, 11:36:27 am »
The new design looks awesome and really professional, I can't wait for this to be finished! :D
The site appears to have problems though, all I see is a PHP error page.

One thing I'm still wondering about: Is UberGraphX (awesome name btw) going to be able to run Java/LWJGL-based programs? I'm pretty sure some of you know why I'm asking this question. :P

[Edit: LWJGL instead of JLWGL]

UberGraphX / Re: Project Paradise - Ubercalculator
« on: February 14, 2011, 02:30:52 pm »
Wow! This really is the most perfect calculator ever! :D
I wish you the best of luck with this awesome and promising project. :)

One question about it though: Assuming it is produced in the United States, will it be possible to ship it to Europe, more specifically Germany? I would pre-order the developers edition as soon as possible, if shipping it over here would be possible.

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