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Messages - Munchor
Pages: 1 ... 134 135 [136] 137 138 ... 424
2026
« on: April 18, 2011, 02:29:05 pm »
I really enjoyed the story, nice storyline! I prefer the beginning, it describes the life of a programmer perfectly. Also, I had to reread it to understand the two separate places and their connection.
2027
« on: April 18, 2011, 02:16:37 pm »
So did you finish the 7 days, 7 games?
2028
« on: April 18, 2011, 02:00:35 pm »
What about this: If it takes too long for you to pop the next 'block' the line goes higher. WHen the line reaches the top you have Game Over. Popping the line in time causes the line to drop, when the line reaches the bottom, you go to the next level, where you have to be faster.
Stefan, you are a genius.
2029
« on: April 18, 2011, 01:25:54 pm »
So, believe it or not, this is my first Axe game, and I learnt Axe a few months ago. In my opinion, nobody will ever play it, since it is quite boring :'( I really need some ideas on how to make it more interesting. It's a 962 bytes (my goal was to make an Axe game in one day that didn't exceed 1000bytes). You have to move the little spike to hit the blocks and every time you "pop" a block you have to back up to the line in the screen to pop another block. Here's a screenshot and attached is the game and all the source code. I will not be uploading it to other places, perhaps Omnimaga Downloads if I add more features to the game. I'll also try to make a BatLib port of it.  Note: Inside the little rectangle on the right is your score. However, it doesn't display correctly on Wabbit. I think it's because of screen delay. Can anyone try it on real models and tell me how it works? If it works fine I won't fix it, if it doesn't, I'll change the code.
2030
« on: April 18, 2011, 01:02:24 pm »
Oh my god! That map editor is superb!
Also, why take apart Brie? I feel sorry for him/her.
2031
« on: April 18, 2011, 12:56:11 pm »
Woa, I think i'll add your website in my Axe tutorial. 
I just added it in bookmarks! It's now the best sprite editor of all, and it's online. Goodbye Tokens!
2032
« on: April 18, 2011, 12:06:25 pm »
You should use:
if getkey(keycode) If x/y (any) != (max/min for x/y value) ; choose the fitting one x/y(any) +/-1 ->x/y ; idem end
If getKey(1) If X/Y != 71/9 X/Y +1 ->X/Y End I don't get the third line at all. What is +1/-1. Also, is there a way to make it global? Thanks
2033
« on: April 18, 2011, 11:50:35 am »
No problem Aichi! w000000000000000000000000000000000000000000000000000000000000000000000000000000t So many features, so many buttons! Also, sharing sprites means we can't draw pr0n sprites?  (j/K) I'll try and test them Aichi. EDIT: I just tried it and I have some stuff to say: - What about a list with the code of all the sprites (by request of the user), so we don't have to press the "NEXT" button for animations. You press a button and you get a copiable dialog or one of those javascript frames with the code of all the sprites in order in the chosen type (hex, asm,...). - The share button is cool, but could you make it bigger and outside the "animation-aimed buttons panel", so we don't confuse it with animations. - Ctrl+Z-like button? Go back button! That's all for now, the new features look neat.
2034
« on: April 18, 2011, 11:41:29 am »
That is fine It is entirely up to you 
I'll still make it in BatLib to learn and to teach others by sharing the source.
2035
« on: April 18, 2011, 11:37:22 am »
2036
« on: April 18, 2011, 11:36:42 am »
You can use rectI() (inverted rectangle) to make all sorts of fun effects. To make a white rectangle with black borders, simply draw a black rectangle and then an inverted one that is inside of it
Sweet, thanks. Thanks a lot Builderboy, all this help has been wonderful. I have a new question. This isn't really an Axe question, this is more like problem solving. I have a part of the screen where the main sprite can't enter (X>=78 and Y<=9). So, if X>=71 or Y<=9 all the getkeys should be disabled (71 cos the sprite is 7 pixels width). I tried this: If Y>=9 or (X<=71 //All getKeys code End
However, when Y=9 or X=71, the sprite can't move. So I though, when Y=9 and X=71, it can only walk left or down. It didn't work. How can I only let the player move when (Y<=9 and X>=71) is false. I have to let the user move but not inside the forbidden area.Thanks
2037
« on: April 18, 2011, 11:04:55 am »
If you want to examine the source code for Axe routines, I suggest looking at the Commands.inc file found in the Developers folder of Axe releases. That file lists the source for every Axe command available. However, it may be difficult to determine which commands correspond to which routines, as they aren't named according to their Axe tokens. To determine which routines correspond to which Axe tokens, you may want to look at this. It lists technical details about every routine in Commands.inc, including which Axe tokens they correspond to. So to find the ClrDraw routine, you would search my file for "ClrDraw" to find the routine it corresponds to, and then search Commands.inc for the routine name you just found to find the code for the routine.
EDIT: Oops, forgot to actually answer your questions:
- ClrDraw: B_CALL(_GrBufClr)
- Fix 5: set 7,(iy+20)
- Fix 4: res 7,(iy+20)
Thanks a lot!! I didn't know It was so open source  thanks thanks will do right away.
2038
« on: April 18, 2011, 11:01:26 am »
rand^n generates a random number from 0 to N-1.
and you can have Lbl B and variable B and the program will have no issue 
How to make border-line rectangles? I really need this.
2039
« on: April 18, 2011, 10:48:31 am »
Actually Rect() is smaller, but since you still have the other Pt-On in your program, it still has the Pt-On subroutine and is *also* adding in the Rect() subroutine, making it larger. Also note that size doesn't necessarily have any correlation with speed, but smaller is in general faster.
It only uses the defines/subroutines it needs, smart Quigibo. rand^n generates a number from 0 to n? Including 0 and n? Or from 0 to n+1? Wondering. Also, can I have a Lbl B and a variable B in the same program and they won't be confused?
2040
« on: April 18, 2011, 10:36:15 am »
Also, I'm pretty sure that Rect( is much bigger than Pt-On(.
Size with Pt-On: Pt-On(20,56,[FFFFFFFFFFFFFFFF 542 bytes Size with Rect(: Rect(20,56,8,8 650 bytes
Also, it's bigger, in this case, does it also mean it's faster?
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