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Messages - Munchor

Pages: 1 ... 291 292 [293] 294 295 ... 424
4381
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 06:45:24 pm »
I see, trying to find where the bug is.

But it's not lack of visual response. Tried 50, doesn't work :(

4382
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 06:41:03 pm »
Code: [Select]
.Jumping
  If getKey(4)
    If Y>0
      If pxl-Test(X,Y+8)
        Y-3->Y
      End
    End
  End

Didn't work too...

4383
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 06:21:50 pm »
Now, you can't fly so much.

I wonder how to disable pressing the UP key too long or many times to avoid flying :S
well, you could always just wait til you hit the ground again.

THaNkS! I know how to do that!

Code: [Select]
.Jumping
  If getKey(4)
    If pxl-Test(X,Y+8)=1
      If Y>0
       Y-3->Y
      End
    End
  End

This didn't work... Any idea why? Thanks

4384
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 06:18:13 pm »
Now, you can't fly so much.

I wonder how to disable pressing the UP key too long or many times to avoid flying :S

4385
TI Z80 / Re: [Project] 2 Player shooter game.
« on: December 22, 2010, 06:15:10 pm »
thanks.

I am planning on making a game pack application of:

Calc of Duty (2 player shooter)
TRON- the calc's legacy.
and probably take some source codes , with permission, and make them 2 player.  such as chess.


any ideas for this once bullets are done?

a knife to backstab!

4386
TI Z80 / Re: Axe Guitar Hero.
« on: December 22, 2010, 06:12:02 pm »
music storage in no way is complicated.
The complicated part is making it compressed to a usable amount.
* happybobjr intends no rudeness as he can see that it might seem so.
Oh no, I understand. I meant complicated for a calc. I know you could allocate 1024 bytes for each note, and have sound quality better than your speakers can handle. But that would be pointless. ;-)

1024bytes?wow, that would be large, but useless. I recommend having >1 appvar, but small :)

4387
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 06:10:37 pm »
New gif, looks better, but still buggy.

You can go back but that is for testing purposes :)

4388
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 05:45:15 pm »
Code: [Select]
.Collision test (ground) and Gravity
  !If pxl-Test(X,Y+8)
    !If pxl-Test(X+7,Y+8)
      Y+1->Y
    End
  End

  If pxl-Test(X+7,Y)
     X-1->X
  End

I have these at the moment :S

4389
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 05:37:51 pm »
No, not really, what if you were inching forward very slowly on a platform...

Code: [Select]
    #    #
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
    #    #
@@@
@@@
@@@
@@@
@@@
Then you would fall off, and through the platform.

You are very clever, I understood that, adding more pxl-Tests nows.

4390
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 05:29:48 pm »
Code: [Select]
    #    #
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
 XXXXXXXX
    #    #

Actually this since I can't go back.

4391
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 05:17:41 pm »
So, I need three pxl-Tests? I'm also thinking about the top right corner and below right corner. Would that make it 4 pxl-tests?

4392
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 05:12:45 pm »
Code: [Select]
.PLATFORM
Fix 5

[3810385410282828]->Pic0
[FFFFFFFFFFFFFFFF]->Pic1
0->X
40->Y

ClrDraw

.Main game loop
While 1

  .Moving right
  If getKey(3)
    X+2->X
  End

  .Jumping
  If getKey(4) and (Y>0)
    Y-5->Y
  End

  .Create floor
  For(A,0,12
    Pt-On(A*8,48,Pic1)
  End

  .Collision test (ground) and Gravity
  !If pxl-Test(X,Y-8)
    !If pxl-Test(X+7,Y-8)
      Y+1->Y
    End
  End

  .Display sprite
  Pt-On(X,Y,Pic0)

  .Display the screen
  DispGraph
  ClrDraw

  .Close Game
  If getKey(15)
    Fix 4
    Return
  End

End

Thanks, I made a similar one, using yunhua's advices, though, I'll be using mine, though :) Thanks much anyways

4393
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 04:53:36 pm »
just use "Horizontal -"  All it does is shift the screen to the left on pixel, put that inside the main loop, and it scrolls everything.  This also means you'll have to constantly update the "floor"

also, your problem may be that your using Y+9, it should be Y+8.  ;)  PLus you should also pxl-Test(X+7,Y+8) as well as pxl-test(X,Y+8)

Code: [Select]
If pxl-Test(X,Y+8)
Y-1->Y
End
If pxl-Test(X+7)
X-1->X
End

The 7 will depend on which sprite I use. Code okay?


4394
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 04:42:17 pm »
for side scrolling you could just use "Horizontal -"  ;)

I don't know how to use it :( I will learn it later. Not now.

Code: [Select]
If pxl-Test(X,Y+9)=0
Y-1->Y
End

What do you think of this?

4395
TI Z80 / Re: [Project] Ahead
« on: December 22, 2010, 04:33:59 pm »
I've made a similar platformer that only moves in one direction, but its not done because of collision detection with incoming obstacles.  What I did for jumping was have a variable called J for whether he's jumping or not, a var F for whether he's falling or not, and T as a timer, and V as the vertex, where he stays put in the air for 2-3 frames.  (bad physics.  :P)

That might have worked better than mine, but seems confusing :S

After physics, I'll start sidescrolling :)

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