This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Messages - Munchor
Pages: 1 ... 291 292 [293] 294 295 ... 424
4381
« 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
« on: December 22, 2010, 06:41:03 pm »
.Jumping If getKey(4) If Y>0 If pxl-Test(X,Y+8) Y-3->Y End End End Didn't work too...
4383
« 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! .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
« 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
« 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
« 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
« 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
« on: December 22, 2010, 05:45:15 pm »
.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
« on: December 22, 2010, 05:37:51 pm »
No, not really, what if you were inching forward very slowly on a platform...
# # 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
« on: December 22, 2010, 05:29:48 pm »
# # XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX XXXXXXXX # # Actually this since I can't go back.
4391
« 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
« on: December 22, 2010, 05:12:45 pm »
.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
« 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)
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
« 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. If pxl-Test(X,Y+9)=0 Y-1->Y End
What do you think of this?
4395
« 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. )
That might have worked better than mine, but seems confusing :S After physics, I'll start sidescrolling
Pages: 1 ... 291 292 [293] 294 295 ... 424
|